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This section of the book details the forces used by the Rebel Grots their weapons, the units, and the famous special characters you can use, such as Da Red Gobbo, Mangnom Dagkutta or Likdog Gorkfizzle Da Iron Grot. Each entry describes the unit and gives the rules to use them in your games of Warhammer 40,000. The Forces of the Rebel Grots section describesall of the troops, vehicles and special characters present within Da Revolushun, as well as the armoury, which includes details and rules for all of the brutal and bizarre weapons used by the Rebel Grots. The units in the Rebel Grots army use a number of special rules, which are listed on in the Forces of the Rebel Grots section under the unit's entry, however the vast majority of Rebel Grot units also follow this one 'common' special rule. It's a Grot's Life! Gretchin are used to a life of terrible slavery and sacrifice at the hands of the Orks. For the good of the revolution, Gretchin are more than willing to throw away their lives in a terrifying display of sacrifice and fearlessness. If a unit with this rule moves into a minefield, then remove the minefield marker. The unit that has moved into the minefield suffer 3D6 wounds with no armour saves allowed (although invulnerable saves may still be taken) as limbs fly in all directions under the immense power of the exploding mines.


A Rebel Grot army functions in a different manner to the majority of other armies and therefore follow different rules on the allocation of Kill Points than other armies after all, a single Rebel Grot Troops choice, under the rules for Kill Points in the Warhammer 40,000 rulebook is capable of awarding the enemy with 6 Kill Points if all components of it are entirely wiped out (3 mobs of 10 grots in transports) In addition to standard Kill Point rules, Rebel Grots benefit from the following special exceptions: Cuttas do not award any Kill Points for their destruction. They are mostly wood and rope and are not all that valuable to anyone. Ball Bustas do not award any Kill Points for their destruction they're suicidal enough as it is and at the end of the day, they're just another Grot! Rebel Grots score an additional Kill Point for each vehicle they destroy that has an Armour Value of 13 or greater on at least one of its facings. Such large, tough targets being destroyed inspire the cause onwards. Rebel Grots score an additional Kill Point for killing an enemy with the 'Monstorous Creature' unit type. Such large, tough targets being destroyed inspire the cause onwards. Rebel Grots score an additional Kill Point if an enemy vehicle that has been immobilised is within 6 of at least one Rebel Grot unit that is capable of holding an objective at the end of the game (Rebel Grots will capture and steal anything they can!) Rebel Grots score a Kill Point during any game in which they seize the initiative Bein' Kunnin improves their post-battle report to the Gretchin Revolutionary Committee. Rebel Grots score an additional Kill Point for killing any single model that has three or more wounds that also does not have the swarm rule. Such targets are usually large, highly skilled enemy characters. Bringing them down is a major undertaking. Obviously, Gretchin can still lose an awful lot of characters and small sized units in a game however, that's the nature of the Rebel Grots. They have to fight hard, struggle valiantly and claw victories wherever they can. These rules represent clawing those victories back in terms of reports to their superiors after the battle is over.



Gretchin Wardas are unable to control the powers D6 they channel through the Waaagh the constant, 1 chaotic flow of the energy is difficult even for them to predict. At the beginning of each Rebel Grot turn, each Gretchin Warda must roll on the following table to find out which psychic power he may use that turn. 2 Gretchin Wardas must take a Psychic test before determining which power they use. If the test results with a 'Perils of the Warp', do not roll to determine which power he uses the Warda plugs his Copper Pole into the ground, refusing to channel the energy of the little Waaagh this turn. Remember, all Wardas have a Copper Pole and so do not suffer any wounds from rolling a 'Perils of the Warp' result.
Result BLESSIN' OF MORK The Warda channels the little Waaagh energy until a faint green glow exudes from the assembled Gretchin warband. Until the next Rebel Grot turn, all Infantry in the Rebel Grot army have a 6+ invulnerable save. BLESSIN' OF GORK The Warda channels the energy of the little Waaagh, instilling a bestial courage throughout the warband. Until the next Rebel Grot turn, all units in the Rebel Grot army may exchange their leadership value with the number of models in their unit. A unit with more than 10 models that uses their number of models will also gain the 'Fearless' special rule until the next Rebel Grot turn. 'ERE, DAT GROT'S FLYIN' OFF! Something goes comically wrong in the channelling of the little Waaagh, causing a nearby Gretchin to begin floating, either swimming or walking on the surface of the air, almost entirely unphased by the ordeal, besides the initial confusion. One friendly unit within 12 of the Warda (or the Warda's unit, if there is no other target) must move as Jump Infantry this turn, as they levitate off the ground, completely ignoring all rational laws of physics. This psychic power cannot target a vehicle. GORK'LL FIX IT! The Warda channels the little Waaagh energy to call upon the Greenskin God Gork to sow mischief amongst their enemies, inflicting a series of minor, yet distracting, calamities upon them. This power may target one enemy unit within 24 of the Warda. Any of the target unit's To Hit, To Wound, armour save, cover save or invulnerable save rolls of 6 are counted as being 1's until the beginning of the next Rebel Grot turn. MORK WANTS YA! The Warda channels the little Waaagh energy to create a very terrifying actual manifestation of the Greenskin God, Mork, who's giant green hand descends from the sky and seizes an unlucky individual. This power is a psychic shooting attack with a range of 18 that targets a single enemy model. The target must pass an Initiative test to get out of the way of the gigantic green fist, or suffer D6 Strength 10 hits, with no armour saves or cover saves allowed. 'ERE WE GO, 'ERE WE GO, 'ERE WE GO! The Warda screams a terrifying warcry (even coming from a Grot, it's damn scary!), suffusing his comrades with a primal power. All friendly Gretchin infantry units (but not Snotlings) have the 'fleet' and 'furious charge' special rules for the duration of this turn. If a unit rolls a 1 when making their 'run' move while effected by this power, the Gretchin begin fighting amongst themselves, instead of the enemy. On model from that unit takes a single wound, with armour saves allowed. Note that the unit may still move an inch, and assault as normal.

Every single Rebel Grot warband that fights under the control (and watchful eyes!) of Da Kommitte follows the orders of a singular leader into battle, known as a Head Honcho, which typically is the most bitter, grudge-baring and cunning Gretchin within a particular warband. A Head Honcho is responsible for all of the Gretchin, Snotlings, Squigs and valuable equipment that Da Kommitte has entrusted them with. Failure in the battlefield can result in the Head Honcho being stripped of their rank and being demoted to a humiliating post, possibly never having the opportunity to lead again Many failed Head Honchos would rather die in battle than have to stand before Da Kommitte and break 'Da Bad Nooz' to them. Even the lightest of punishment can result in being locked in 'Da Brig' for an extended period of time. Head Honchos answer only to high ranking Kommitte members and Da Red Gobbo himself. This position of power affords the Head Honchos with absolute command under any Grots that follow their orders. The position, one that promises power and respect, as well as lots of nice, shiny weapons and armour, as well as the opportunity to give the Orks a good zoggin', understandably attracts the attention of many Gretchin within Da Revolushun. Which is just as well, considering that the job has a fairly high mortality rate. After all, those shiny trinkets, fancy gadgets and dead Shooty gunz aren't handed out to just anybody A Head Honcho has to earn them by being cunning and aggressive against his foes, as well as managing his resources to their fullest and minimising casualties wherever possible. These tasks are by no means easy feats. In truth, most Head Honchos during the early days of their command have almost the exact same equipment as their common Gretchin kin, making it difficult to pick them out in a crowd... This is both a blessing and a curse, as it makes it hard for the enemy to pick out a specific target for assassination, thus prolonging their lifespan but can also lead to panic and confusion on the battlefield, when no one knows exactly where the boss has gotten to. The constant flow of ambitious, greedy, vengeful or powerhungry Gretchin means that there are always enough recruits from which Da Kommitte can select Head Honchos and during long campagins, bloodlust, hatred and tenacity mean that volunteers for the position are in no short supply, keeping Da Revolushun operating efficiently. Surprisingly, there is very little in-fighting over who is in charge, unlike with their Greenskin cousins, the Orks. The vast majority of Gretchin lack the courage and motivation in their early lives to take command it is their hatred of their Orkoid former masters and will to avenge their fallen that eventually lead to them legitimately being elected to the position in due time. Although all Head Honchos are typically selected by Da Kommitte (or allowed to keep a post they took for whatever reason), there is no formal training or requirements for the role and every Head Honcho runs his warband differently. Many Head Honchos become infamous due to something they do or do not do when compared with another Head Honcho this is usually the source of many arguments, fights and even 'transfers of personnel' which typically equates to a group of Gretchin walking off to join the Head Honcho they think will give them what they want, or, if their Head Honcho won't let them leave, guns, smoke grenades and ambushes can all be used as tools of persuasion. WS BS Head Honcho 3 3 S 3 T 3 W 2 I 3 A 2 LD SV 7 6+

Special Rules

Independent Character, It's a Grot's Life Skilled Shoota: Some Grots have the skill, dexterity or sheer insanity to be able to fire with more than one weapon at a time, unleashing a hailstorm of bullets upon anything unfortunate enough to get in the way. A Head Honcho can fire two guns during the shooting phase instead of one, but cannot fire the same gun twice during the same shooting phase. Dakka, Dakka, Dakka!: Head Honchos are renown for being 'tricksy' in combat, but not always due to superior physical prowess. During the first turn of a combat, regardless of who initiated the assault, a Head Honcho may fire any and all ranged weapons he is carrying instead of making his usual close combat attacks. These shooting attacks are made at +1BS, but any 'miss' results instead cause a hit on the Head Honcho's unit as if it had been the target instead. A Head Honcho may also use this special rule in a close combat in which he is not in base contact with an enemy model, but is within 2 of at least one model in his unit that is in base contact with any enemy models. Attacks from this special rule are conducted before combat begins. Unsaved wounds inflicted by this special rule count towards determining the winner of the assault.

During the earliest days of Da Revolushun, the Gretchin that rebelled fought with only the most basic of weapons rusted knives, Grotblastas, slingshots and any Orkoid weaponry that they could steal. Not only were these weapons large, cumbersome and difficult to handle, but they would often break or run out of ammunition. The Gretchin also lacked vehicles of their own, making the battles one-sided and incredibly difficult to claim victory over. Turning to the Gretchin that had worked as oilers, Mek's assistants and riggers, the first Warbands began work on inventing their own new weapons, ammunition, vehicles and fuel. The first flimsily made vehicles were wooden frames, held together with rope and wooden pegs, propelled by little more than a strong gust of wind in a sail however, over time, Gretchin managed to join the cause that had managed to construct Grot Tanks (or even Mega-Tanks) before they fled their Orkoid masters. It is at this point that the Tinkerers really started to become genuine mechanics, gaining crude understandings of the components that Killa Kanz and looted wagons had inside them. As time went on and Da Revolushun began to grow, so did the level of skill and technological prowess that the Tinkerers possessed. As well as refining and downscaling Ork weaponry for their own uses, they began to make improvements in other areas creating weapons with enough charge to overload enemy fields. Industrious Tinkerers have also in recent times created a process of mass-production for their primitive original vehicle designs some of which still use wood and rope in their construction as each Tinkerer's production line varies compared to another's. Tinkerers are not only responsible for creating new weaponry, ammunition and vehicles however They must also maintain and upgrade these, as well as producing armour. Within Da Revolushun, Teef are still the accepted form of currency, and Big'Un armour is a result of a Grot with too many Teef wanting something to help prolong its own life while shortening that of his foes. Very often, courageous Tinkerers will follow their various creations onto a battlefield, cackling with glee when huge explosions and chaos errupt due to their own work, however the truly cunning Tinkerer doesn't come for this reason alone He can maintain vehicles and weaponry in the field as and when problems occur, learn about vulnerabilities to improve on in the next (and greatest) upgrade to his devices and even call 'first dibs' on interesting looking pieces of technology that have fallen off of vehicles (Regardless of whether they are his own creations or those of an enemy, it's important to pick up anything useful before someone else does!) Despite their vital role at the rear of a field, Tinkerers have a hatred of their oppressors as much as any other Gretchin does. Many Tinkerers create their own armour, personal protective force fields and even heavily customised weaponry so that they can gain their own vengeance in the battlefield, burning down hordes with customised Burnas, flaying flesh from bone using intense pulses of energy directed from reclaimed and repurposed Kustom MegaBlastas, or just mowing through enemy formations with so many bullets that a separate Gretchin has to be employed just to calculate how expensive firing the Gatler actually is!

WS BS Tinkerer 3 3

S 3

T 2

W 2

I 3

A 2

LD SV 7 -

Special Rules Wargear

Independent Character, It's a Grot's Life Tinkerer's Tools: A Gretchin Tinkerer performs a vital battlefield role, repairing and maintaining the vehicles and constructs at the disposal of their Warband in order to keep the fight going longer. If a Gretchin Tinkerer is inside (or in base contact with) a vehicle at the beginning of his Shooting phase, he can attempt to repair a single Weapon Destroyed or Immobilised result instead of shooting. Roll a D6 - on the roll of a 4+ the result is negated. This could allow a previously destroyed weapon to fire in that Shooting phase. On the roll of a 1, the Tinkerer gets a bit carried away and the vehicle counts as shaken. Gatler: Tinkerers delight in making special weaponry and gadgets. The flashiest of these devices is a Gatler a firearm with dozens of barrels that can spray enough bullets to mow down small forests. Range Strength AP Type Gatler 24 6 4 Heavy 4, Rending


The Red Gobbo is the infamous individual who heads Da Kommitte and therefore is the figurehead for the whole Revolutionary Movement. Although the Red Gobbo maily concerns himself with the Revolution as a whole, it is not uncommon for him to get out and do a bit of dirty work himself. Strangely, the Red Gobbo is not a single entity while it is believed that at one point, there may have been an actual Red Gobbo, who may or may not have been responsible for the founding of the Gretchin Revolutionary committee and the Revolutionary Movement as a whole, it has since become a position for the highest ranking member within the Grot Rebellion. While the position of the Red Gobbo may change hands, part of the seat of power is the trusty Revolushun Blasta and clublike Shokk Stikk, a sceptre of authority which all Red Gobbos have carried since the Gretchin Revolutionary committee was founded. These were supposedly wrested from the hands of the Ork oppressors in the early days, and since have been upgraded, customised and have been treasured artefacts ever since. This means that nobody mistakes the Red Gobbo for anything other than what he actually is the one true leader! Similar weapons to those wielded by the Red Gobbo have since been produced in short supply for high ranking Gretchin of importance, but the Red Gobbo's weaponry and appearance are trademark the Red Gobbo himself has become an infamous trademark amongst Rebel Grot Warbands. As the highest ranking authority figure, Head Honchos know that if he is present upon the battlefield, their leadership skills are going to be observed closely and scrutinised later something many detest with great loathing, though they would never be so courageous as to inform the Red Gobbo of this. The Red Gobbo often observes and assists with vital plans and battles capturing of large, precious amounts of resources or ambushing messengers and reinforcements or even in pre-emptive strikes against Warbosses that become too much trouble for their own good, and should he be present, the Head Honcho need not attend an assessment of the battle in the presence of the Gretchin Revolutionary committee The Red Gobbo's word is trusted over all others, and so his recounting of events will be final. Even enemy forces know the importance of the Red Gobbo as a sign of the Revolutionary Movement and an inspiration for others to join the rebellion, the Red Gobbo has become one of the Orks' most wanted targets, with vast and various rewards offered for his capture some simply request him dead, whereas other Orks want him alive to repay him in pain for all the trouble he has caused them. Of course, as the position changes hands, there is always a Red Gobbo and will always be a revolution. No reward, no price and no death will ever change that. Should a replacement ever be required, he will be recruited from Da Old Gard, an infamous and particularly embittered faction within the Gretchin Revolutionary committee who will stop at nothing to ensure that the revolution is successful, making them not only the perfect candidates for the position, but the only source of willing volunteers for a job so dangerous that goes against the cunning Gretchin survival tactic of hiding. WS BS Red Gobbo 3 3 S 3 T 3 W 2 I 3 A 2 LD SV 8 4+

Special Rules
Independent Character, It's a Grot's Life For Da Revolushun! Da Red Gobbo is a sign of change and progress to the Grots, an inspiring presence that encourages all Gretchin to redouble their efforts and fight on through the toughest of battles. Any Rebel Grot unit (including Snotlings) with a model within 12 of Da Red Gobbo may use his leadership value instead of their own when testing against Pinning or Morale Checks.

Rebel Grots strive for the day their grievances will be acknowledged by the Orks and restitution can be attained. However, in the short term, most Rebel Grots are more interested in gaining enough real experience to join Da Kommitte. Da Kommitte, the highest ranking part of the Gretchin Revolutionary Committee, was apparently formed by the Red Gobbo, although exactly when and how it is unclear, other than the fact that the committee was created after the first early days of the rebellion as a means to reduce in-fighting amongst the Rebel Grots Although the GRC supposedly treats all Grots as equals, not all Grots treat each other with equal respect. Due to internal politics and the natural need for hierarchy present in the Orkoid genetics, the committee is a vital part of the revolution. Da Kommitte are the real power behind the whole revolution, consisting of the Red Gobbo himself and his trusted advisors, acting in many roles on any world that houses Rebel Grots. It is this group of Gretchin that directs the Rebel Grots' attacks and nominates targets and it is also the group that has the final say on how scraps and equipment stolen by the Rebel Grots will be used. Da Kommitte, although powerful, maintains a militant arm within the Gretchin Revolutionary Committee these Grots are saboteurs, activists, hate-mongers, commandos and public relations all rolled into one. Their presence, much like that of the Red Gobbo, has been known to unsettle allies and enemies alike, however they can also act to improve performance on the battlefield. The Gretchin Revolutionary Committee (Da Revolushun Kommitte) report back to the top advisors of Da Kommitte as well as the Red Gobbo himself. Knowing this, all Rebel Grots will redouble their efforts in their presence and fight on far harder than they might do otherwise, choosing to fight on instead of running away. The Gretchin Revolutionary Committee's membership tend to be armed better than the revolutionary warbands that make up the run of the mill forces, sporting heavy armour plating, fancy jackets and higher quality weapons, scopes and other equipment that make them a force to be reckoned with in their own right. Very few enemies can stand before a Kommitte mob and survive the hail of bullets coming from their top of the line weaponry. For a single small group of these Kommitte members to be sent on a mission, the stakes have to be high They won't turn up for regular battles, only campaigns in which something of great importance is at stake, such as the risk of their forces being cut off and wiped out, the cessation of an enemy supply route or similar. It is therefore extremely rare that a large number of Gretchin Revolutionary Committee members will be seen together in one place on a battlefield, as such cases tend to be extreme, dire circumstances where the very presence and survival of the revolution within a certain area of influence is at stake. They will fight tooth and claw to hold their ground and resist their oppressors at all costs the rare occasions that these members are seen in last numbers are a true sight to behold, a symbol of ferocity and the true violence that the Rebel Grots are all too capable of.

WS BS Kommitte Member Kommitte Boss Orderly 2 3 2 3 3 3

S 3 3 3

T 2 2 2

W 1 1 1

I 2 3 3


1 5 2 6 1 5

4+ 4+ 4+

Special Rules
It's a Grot's Life

Many Rebel Grot Warbands carry a symbol of their devotion to the cause with them in the form of a Revolushun Standard. The material and decoration of a Revolushun Standard varies widely there is in fact nothing standard about these standards! They are commonly a long piece of wood or metal, perhaps looted from a vehicle exhaust or scrap-pile, adorned with marks of triumph that the Warband has achieved Skulls from mighty Ork Nobz and warbosses, scraps from tanks, bikes and trukks... and, on worlds where the Revolushun has come into contact with other races, trophies such as Space Marine helmets and even broken enemy weapons or other technology are hastily tied onto these poles. On the opposite end of the spectrum, some Revolushun Standards are nothing more than a hastily scrawled message, declaring the name of the Warband's Head Honcho, or a list of high-ranking enemies they've killed. The inspiring presence of such a symbol of triumph and resistance has been known to spur on Gretchin who would flee under truly terrifying circumstances, outnumbered and outgunned that, upon seeing the standard, know that the warband they are currently fighting under have taken on great challenges and won against far worse foes than they are currently facing. The role of carrying this large, and often cumbersome symbol falls to a lone Gretchin in the warband known as a Banna Wava. This Gretchin is selected personally by the Head Honcho, although exactly what a Banna Wava has done to be elected into the position is unknown and often varies it could be a lucky or courageous Gretchin, a favourite Gretchin of the Head Honcho's personal mob, or even an unlucky Gretchin who the Head Honcho doesn't like, and so has entrusted with a very large pole that reduces his chances of hiding. WS BS Banna Wava 2 3 S 2 T 2 W 1 I 2 A 1 LD SV 5 Whatever the reason a Banna Wava is selected for, it doesn't seem to make that much difference they are simply another Gretchin in the mob. Some are granted the honour of a new, refined weapon with which to defend the Revolushun Standard they are assigned, although this isn't always true. A Revolushun Standard that is lost in battle or stolen by the enemy is likely to affect the morale of the warband for some time to come, and if the standard was a significant sign of prowess, the Head Honcho may even launch a mission to recover the standard. The loss of a standard doesn't only result in a loss of courage within the troops, it may also be taken by Da Kommitte as a sign of incompetence, so often a Banna Wava and their precious standard will be escorted through dangerous battle zones by an elite or well armoured and armed unit, however in small, upstart warbands, the Banna Wava is often just a run of the mill Gretchin, consealed within a mob of near-identical kin even mobs that are low in reputation and almost entirely newly formed will have a Revolushun Standard, even if it is almost entirely bare of declarations of their deeds, as to carry one is a means to show their support and unwavering devotion to the Gretchin Revolutionary Committee and the causes they are fighting for.

Special Rules Wargear

Independent Character, It's a Grot's Life Revolushun Standard: These standards the very embodiment of the Revolushun, as well as the personal iconography of a particular Warband. All Rebel Grots who see the flag are inspired to great acts of heroism. Any unit with a model within 12 of the Revolushun Standard may make any test requiring Leadership on 3D6 and pick the two lowest dice as their result. All affected units also automatically rally after making a fall back move.

Few amongst the Gretchin communities inside and outside the rebellion have not heard of the legend of Makari, the favoured Grot of the Ork Warlord Ghazghkull Thraka However many are also aware that word within Ghazghkull's camp is that Makari was accidentally sat on, killed and then fed to a Squig. The rumours relating to Makari's death are in fact grossly exaggerated. In fact, they're flat-out lies. Makari turned coats and joined the Gretchin Rebellion a long time ago, his death becoming a work of fiction spun by someone within Ghazghkull's ranks perhaps even the great Warlord himself so that he would not become humiliated by the fact that a Gretchin under his command could not only rebel and get away alive, but also steal Ghazghkull Thraka's prized war banner, which in his earliest days inspired many Orks to fight on in great heroism. Not only is the banner itself a source of great morale to the Gretchin as a valuable trophy and sign of both strength and cunning, but Makari himself has become a very famous, almost legendary name within many Gretchin warbands. Some say he's immortal. Others say he's a physical embodiment of Gork (or possibly Mork), placed amongst them as a guide and holy warrior. Most just insist that he is the luckiest grot alive grenades thrown near to him just so happen to turn out to be duds, lasguns do little but tan his greenskin hide, and weapon shells bounce harmlessly off of his helmet wherever he goes. Some claim Makari is a very skilled Warda, capable of increasing his own luck through the blessings of Gork and Mork, prolonging his lifespan. Amongst these claimants, some believe that he may well be a prophet in his own rights, capable of uniting all Gretchin and releasing them from the WS BS Makari 2 3 S 2 T 2 W 1 I 2 A 1 LD SV 5 cruel bonds of slavery at the hands of the Orks. Whatever the truth actually is, all believe that Makari is a significant and vital part of the revolution although Makari insists that there is truly nothing special about himself, he's just Makari, doing what Makari does.

Special Rules
Independent Character, It's a Grot's Life Luckiest Grot Alive! Makari is the luckiest Grot in existence, surviving countless battles despite all odds as bullets harmlessly bounce off his helmet and lasguns fizzle weakly enough to tan his greenskin hide. Makari has a 2+ invulnerable save. Just Makari: Makari does not count when determining Kill Points. He is just Makari. Wargear Ghazghkull Thraka's Warbanna: This Banna is the very banner that Makari used to carry when he was in the employ of the greatest Ork warlord in the galaxy. Although many would see the Banna as being a sign of oppression from their cruel masters, much the opposite is true. The Rebel Grots see this as a sign of hope - If the personal Grot of such a powerful Ork could not only join the Revolushun, but also steal such a prized object, then they must be capable of achieving any goals. While Makari is alive, all units in the Rebel Grot army are subject to the Fearless and Furious Charge special rules.

The strangest type of Gretchin within the revolution without a doubt is the Warda. No one knows for certain where they came from, how they happened to gain the powers they now possess or even how they go about using them. Gretchin have never had 'oddboyz' like their Ork masters had there are no Gretchin Meks or Gretchin Painboys, the Tinkerers and Orderlies only have a slight interest in what they do and were selected for their role based on their experiences as a slave, so it can be rather confusing when someone is faced with the Grot equivalent of a Weirdboy. The current popular theory is that this is a natural progression for truly intelligent Gretchin a progression that was next to impossible under Orkoid caste, as no Gretchin would ever live long enough for these natural abilities to develop, and any rare instances where it did occur would likely meet with the Gretchin being stomped out by their Ork superiors long before they learned how to control their newfound gift. Within the revolution, these 'weirdgrots' are encouraged, nurtured and guided by others of their own kind in the ways of channelling Waaagh energy though not the crude, brutish aggression of an Ork Waaagh, this is a cunning, refined 'little' Waaagh that is channelled from Gretchin, taking the form of protection, blessings of luck and prayers of trickery upon their foes, all of which the Wardas believe come directly from Gork (or possibly Mork), as gifts for their suffering or perhaps this was something they were supposed to have all along, where the biggest wasn't meant to be in charge, but the most cunning, instead. To 'normal' Grots, Wardas are hailed as mystics or shamans, magical folks able to change the tides of fate itself to their best interests and lead the Gretchins on a great, holy journey in which they can find a promised land to live out their lives away from war or at least a land where Ork is slave to Gretchin. In the field of battle, a Warda can commonly be seen with a copper pole and not much else (clothes are restricting to the flow of the little Waaagh! Or something like that. They just don't seem to like wearing clothes.) They belch flickering green light and their eyes clearly glow in the dark, sometimes to the point that their skin itself seems to glow and then strange occurrences begin to happen. First off, the enemy may become incredibly clumsy, fumbling for ammunition and losing control to the recoil of their weaponry, and then a Gretchin will survive an artillery shell to the face without any sorts of scratches or missing body parts some even claim they've seen Gretchin suspended in the air, floating against all possible concept of reality... And still, even more remarkable, is when the energy of the little Waaagh builds up to its most full, a terrifying, unearthly battle cry will ring out from a twisted jaw and all Gretchin will become temporarily enraged and bestial, clawing, gnashing and charging forward relentlessly.

WS BS Warda 2 3

S 2

T 3

W 2

I 3

A 2


Special Rules
Independent Character, It's a Grot's Life, Psyker Gretchin Wardas have access to the 'Warda Psychic Powers' (Page 2)


Copper Pole: All Wardas are very kindly issued with a Copper Pole to help Earth themselves. When used in this manner, it acts to stop the Waaagh energy overloading their bodies (and saving their heads from exploding in the process.) While Earthed with the copper rod in the ground, a Warda can harmlessly dissipate an overload of Waaagh energy without any ill effects. A Warda does not suffer wounds from the Perils of the Warp. A copper pole counts as a single hand weapon.


Despite the fact that Da Kommitte and the Red Gobbo are the ones that actually control and run the operations of the revolution, there is one Gretchin that is by himself almost as important. That Gretchin is Likdog Gorkfizzle, previously a Grot rigger under a very influential Big Mek. He, like many other Gretchin, grew tired of the live of slavery forced upon his kindred but, unlike the others, he had a plan to secure a future for himself and indeed all other Gretchin. It's entirely possible that without his efforts, the revolution would not exist at all today. In the middle of the night, as his Big Mek master slept, Likdog unchained the clan's Killa Kanz from their resting position and lead them into the workshop. At gun and klaw point, the Big Mek was forced to work tirelessly throughout the night and next morning, using the finest of parts to produce a masterful machine that would run up a tab that even a Warboss would come away from with sorely empty pockets. The machine would have been built sooner, however the Big Mek's protests and tryin' sumfin' funny resulted in several occasions during the construction period where he had to reattach his own mechanical limbs. This great contraption was larger than the clan's Warboss, sleeker than a Deff Dread and far more deadly than both combined, with a cockpit area designed to be operated with gears, levers and pulleys by a Gretchin, rather than the crude and traumatic hard-wiring used with Killa Kans. Early the next morning, the workshop doors were blown open and the Killa Kans were lead from the structure by the hulking monstrosity, piloted by Likdog Gorkfizzle, the Full Metal Grot. By the late evening, the entire Ork encampment had been wiped out, with only minimal losses on the side of the Gretchin, many of which commandeered the use of Big Guns and any looted technology they could get their hands on. This may or may not have been the earliest case of a successful Gretchin rebellion, but ever since this time, the numbers of Grots flocking to the banners of the GRC have grown with rapidity. On the battlefield, Likdog Gorkfizzle can be found stomping towards the toughest enemy commanders and officers alongside his fellow Killa Kans, which he feels a common bond with. Big'un Armour is supposedly based upon his colossal contraption, though obviously very far simplified and scaled down to the point of being an armoured suit rather than a robotic body, although Likdog himself does not associate with the likes of them the reasons for which are not entirely clear. Some may wonder why such a pivotal and cunning Grot does not lead the entire show instead of the Red Gobbo according to Likdog himself, it is because his place is on da battlefield, krumpin' 'eads, not hidin' in da shadows an' makin' sum uvva git do all da 'ard work

Armour WS Likdog (in suit) 5 BS S F 3 S R I A 2 A 2 Type Walker LD 7 SV 6 5 11 11 10 4 T 3 W 2 I 3

WS BS S Likdog (on foot) 3 3 3

Special Rules
Independent Character Decisions, Decisions... Likdog Gorkfizzles mechanical armour may be strong enough to deal with even a mighty Warboss, but its also incredibly difficult to control. Likdog Gorkfizzle may only fire one of his guns during each Shooting Phase.

Ejekter Seat: Should the worst happen and Gorkfizzles mechanical body be destroyed, the suit's emergency ejector seat device will allow for him to escape. His ferocity, leadership and experience are invaluable to the revolushun. When Likdog Gorkfizzles suit is destroyed, after any explosion effect, place a Gretchin model anywhere within 8 of the vehicle. If the Gretchin cannot be placed, Likdog Gorkfizzle is killed. The model cannot be placed in difficult, dangerous or impassable terrain. Likdog Gorkfizzle (on foot) has a Grotblasta and Flak Armour. 10

Gretchin mobs are the heart and backbone of the revolution. The sprawling masses that make up the vast majority of the little Waaagh still poorly equipped and poorly clothed, much like when they were slaves to the Orks... And the workload is not much easier. A Rebel Grot Warband must maintain their own equipment, search for scrap and other useful items, set up their own encampment and generally assist in the Warband's own survival. The Grots however no longer have to worry about being slaughtered, stamped on, eaten or abused by the Orks, so the slight trade-up is tolerated by most... And if it isn't, there's nowhere else for them to turn. Going back to the Orks would result in savage and painful death upon sight, and so those that join the revolution have signed away their lives for what they may have believed was better... though in reality, they are trading one hard life for another hard life. The Gretchin have little skill or formal training, as well as very little physical strength. Their advantage comes from cunning stealth and ambush tactics, the ability to hide and sneak away until the perfect moment to strike appears at which point, they will strike in huge numbers with ferocity and courage. Being little more than slaves, coupled with their small stature and puny muscle mass, Gretchin leave much to be desired in physical confrontations, typically gnawing and scratching at a foe en-mass, or wielding tiny, ineffective knives, broken bottles or other improvised weapons that alone do very little, but in numbers manage to pose a serious threat. The real strength of the Gretchin comes from a natural marksmanship skill, far inferior to the type of shooting a highly trained Space Marine would be capable of, but more than sufficient to compete with many foes they encounter and far outclassing that of the Orks. Their lack of resources leaves them with very few long ranged weapons, which coupled with their frail form leaves their standing combat tactic to result in a combination of mid-range fire support and rapid assault launched from their crude, primitive vehicles to surprise, confuse and disorient an enemy without ever getting close enough to land themselves in real danger. In fact, a the vast majority of a good Rebel Grot Warband will almost never dismount from their vehicles, bar any Big'Unz, spoiling for a close encounter, or crews from Big Guns, which prefer to fire from a little further away. The inventiveness and almost chaotic nature of these raids can leave an opponent entirely uncertain of what to expect and how to fend off their tiny, yet aggressive adversaries, which is a large factor in how the revolution has managed to survive for so long with such limited resources and such a lack of strength or hard-hitting front-line assault troops.

WS BS Gretchin Orderly Grot Boss 2 2 2 3 3 3

S 2 2 2

T 2 2 2

W 1 1 1

I 2 2 2

A 1 1 1

LD SV 5 5 6 -

Special Rules
It's a Grot's Life


The Runtbot is a prized, rare contraption created by incredibly intelligent Ork Big Meks as a way of ensuring that their Gretchin managed to make it to combat before they got torn apart by the enemy, instead of being flattened by gunfire before making it that far. The revolution often steals these robots, understanding that despite their original use, the amount of protection offered by a Runtbot makes them useful to the cause. A Runtbot is controlled by an extremely primitive AI, which will slowly walk (or clumsily waddle, as is often the case) alongside the closest mob of Gretchin to it when it is activated, firing off grenades at threats or laying down additional cover for its tiny comrades until such time that there is either no enemy, or no Gretchin. The simple AI is programmed to turn off should the Gretchin it's looking after be wiped out. Attempts to remove this override have met with failure, as the machines typically forget what a Gretchin looks like and began protecting the enemy instead. As well as both offensive and defensive grenades, the main feature that makes Gretchin keep, steal and maintain Runtbots is the fact that it houses a force field generator that is currently beyond their comprehension to build. The force field has a thick surface tension which not only deflects bullets and shells, but makes it difficult for passage through it one way or the other This was originally intended to stop cowardly Gretchin slaves from fleeing the battlefield, being forced to move up as the Runtbot slowly stomped towards the enemy, however it also helps to stop the enemy from passing through and harming the Gretchin within it. WS BS Runtbot 3 3 S 3 T 4 W 2 I 1 A 1 LD SV 3+ A Runtbot's large bulk and weight also make it a very tough opponent in combat, despite the fact it has no arms. In fact, it is superior to the Gretchin it protects in close combat, being harder to kill and having an easier time defending itself.

Special Rules
Independent Character Powa Savin' Mode: Runtbots are controlled by a simple and rudimentary intelligence, but lack anything close to leadership of their own. A Runtbot must always be attached to a unit that has a Leadership value. If the unit the Runtbot is attached to is wiped out, then the Runtbot will enter a Powa Savin Mode and shut down. Remove the Runtbot as a casualty.


Runtbot Force Field: The primary reason that Runtbots are maintainted is typically due to their Force Field generator, a device that increases the lifespan of any Gretchin the Runtbot is near. All models in a Runtbot's unit gain a 6+ cover save. An enemy unit that assaults a unit containing a Runtbot counts as assaulting a unit that is in cover. Runtbomb Lobber: Runtbots are equipped with a dualpurpose grenade launcher so that it may act as both a defensive and offensive tool to the Gretchin it is assigned to watch. During the Shooting Phase, the Runtbomb lobber may either use a Defensive Grenade, improving the unit's cover save by 1, or it may fire an Offensive Grenade on the following profile: Range Strength AP Type Runtbomb 18 5 6 Assault 1, Blast



The origins of Luggutz Throttlesquat are sketchy at best. Even the Gretchin in question isn't entirely sure on the details. All that can be ascertained is that he's mentally unhinged due to having more than a few too many beatings about the head at the hands of the Ork Nob that at one point owned him. After being so heavily abused, Luggutz has a cold, steel glare in his eyes and reputedly never blinks or flinches at all. Luggutz doesn't look like a run of the mill Gretchin in fact, he's probably just as eye-catching as the Red Gobbo himself! Even when at rest, Luggutz Throttlesquat sports a black cap and ill-fitting great coat stolen from an Imperial Guard officer that he ran into in the early days of his life within the revolution, as well as a very brightly coloured red metal glove, which emits an electrical power field capable of tearing through the sides of a tank with ease. The sheer size and bulk of the weapon would suggest it is an Imperial power fist, however Luggutz makes it look entirely weightless, using it much as an extension of his own body he is capable of great amounts of precision and speed with the bulky gauntlet that seem to defy belief. In command of a warband, Luggutz will often ensure all of the Gretchin under him were fully armed with both blade and firearm, even supporting the Snotlings he commands so as to ensure they are prepared for any occasion and can truly fight on the best of terms against their foes... however, he is not as kind as this desire to arm his men would make him seem. Luggutz Throttlesquat is presumably delusional, ranting on as if he is an Imperial commander, demanding loyalty, courage and discipline from his subordinates. He will organise military-style coups, and pull rank to force others to do as he wills them to do. Luggutz Throttlesquat is a rare example of Gretchin that support the Ork caste system that defines rank and strength sheerly by size provided he is the largest Gretchin around, if this isn't the case, he will often resort to his Imperial standards once again, threatening execution for treachery, or that he will report them to his superiors. On the battlefield, Luggutz is a fearless and deadly leader that has pulled victory from the jaws of defeat on many a battlefield, as well as relentlessly hunting down the ranking elite of his foe. During an extended campaign against the Imperial Guard, Luggutz threw himself from a moving Big Lugga to land upon the hull of the commander's Chimera armoured transport. From the top of the vehicle, it is claimed that he singlehandedly tore an entrance hole into the vehicle and then tore the command group, crew and vehicle apart from within during just a few short minutes, emerging triumphant and sporting a medal on his front that he had liberated during his rampage within the metal hull. Since this incident, even other Gretchin are wary of the insanity possessed by Luggutz Throttlesquat, however Da Kommitte see potential and value in his skills, choosing to keep him at their command and despatch him to the most dire front-lines that need his unique brand of justice to be dished out upon those that would crush the rebellion, promoting him to an almost legendary status.

WS BS Luggutz Throttlesquat 3 2

S 3

T 2

W 2

I 3

A 2


Special Rules
Independent Character, It's a Grot's Life , Fearless

Grotblasta, Flak Armour Da Red Fist: During the early days of his campaigns supporting Da Revolushun, Luggutz 'liberated' this masterfully crafted weapon from the hands of an Imperial Guard Commander and has since become fully adept at using it. Da Red Fist is a Power Weapon which doubles Luggutz Throttlesquat's Strength characteristic in close combat. Frontline Kommanda: An army containing Luggutz Throttlesquat may equip Snotling bases with Slingshots and Gretchin mobs with Stabby Knives for free. Models with these upgrades gain +1 attack in combat. In addition to this, a Unit joined by Luggutz Throttlesquat gains the 'Fearless' Universal Special Rule. The Unit will lose 'Fearless' if Luggutz Throttlesquat leaves the unit.


The smallest of the known Greenskin life forms are known as Snotlings. They are even smaller and punier than Gretchin, with a very limited intelligence that actually translates to almost a sense of fearlessness not due to any sort of courage, but due to the fact that they simply don't know that they should be scared. Imperial scientists believe that Snotlings are not a true subspecies of their own, but rather that they are nothing more than immature Gretchin. Study of Orks has shown that even Gretchin tend to beat up and order Snotlings around, following the size-based Orkish caste system, however the theory is just that there is no actual evidence to date. The Gretchin Revolutionary Committee often collects and picks up Snotlings soon after they manage to claw their way out of their cocoons, around the same time that Orks attempting to emerge are brutally beaten and slaughtered. This harvesting process ensures that the Rebel Grots always have a steady supply of Snotlings at their command, however other Snotlings readily and voluntarily join the cause if they happen to have the mental capacity to realise they are being oppressed. Snotlings lack the intelligence to operate even the most basic of firearms and are not violent by nature, unlike the other Orkoid subspecies, however they are naturally in-tune with both the fungus upon which the Greenskins dine, as well as Squigs. Snotlings are therefore used in Squig rearing, where their ability ensures that very few are actually eaten each day. They are also used as natural fungus harvesters, collecting and organising 'ripe' specimens as well as tending to and raising small 'gardens' for later use. The only drawback to this close affinity with fungus, is that Snotlings are an additional degree closer to the mushroomlike fungus than other Greenskins are, to such a high degree that they can easily become addicted to massed mushroom consumption, often to the point that they become vegetative and sit passively by roadsides, staring up at the empty skies in a deep trance. Further consumption of these mushrooms can actually cause the Snotlings to turn into a hard, rubbery toadstool known as a Snotroom. The tough, ridgid nature of a Snotroom makes it a perfect natural seat for a Gretchin to sit upon, however Snotrooms are rarely harvested as they are very foul-tasting and are typically only eaten on special occasions. On the battlefields, Snotlings are sent forth as a distraction and meat shield, or simply dragged, carried and dropped at an objective that the Rebel Grots need held, where they can sit, staring blankly at each other, oblivious to the battle raging around them. Often, Snotlings are naked and unarmed those that are armed tend to only have the most basic and rudimentary of weapons, usually collected from their immediate surroundings, such as sharpened sticks and branches, jagged rocks, bits of shrapnel, exceptionally large Orkoid teeth or anything else that looks like it could be pretty painful if it were jabbed in the right place. Snotlings often die in extremely large numbers, being as poorly armed as they are If it wasn't for the distressing and impressively large masses they can go to war with, many forces may choose to simply ignore the Snotlings altogether, as they barely pose any sort of threat if given a wide enough berth.

WS BS Snotling Base 2 1

S 2

T 2

W 3

I 3

A 3

LD SV 3 -

Special Rules
It's a Grot's Life , Swarms, Fearless

Sticks, Knives or Rocks: Snotlings grasp onto anything dangerous looking, sharp or pokey that they find in their travels in order to survive, including shrapnel, bones, broken bottles, sticks, knives and rocks. These items do very little by themselves, although a handful of them swarming a single target are cause for concern. The sheer numbers that Snotlings group together in makes these poor improvised weapons a danger in their own right. A model with this wargear counts as having one hand weapon.


Squigs are an integral part of Greenskin society, taking various shapes, forms and sizes and having countless uses Squigs are used as a source of food, as well as their tough hides being used to produce clothes, although various other forms of Squig are used for medicinal and medical purposes, such as for making the toxic drugs used by medics or long hairs for sewing closed wounds, or clamping tiny, sharp-tooth mouths to hold injuries in place. They are also used in combat roles, their voracity and savage nature a terrifying sight to witness. Typical Herd Squigs can easily eat a Gretchin whole, however it's also more than capable of tearing a limb off of larger targets, including Orks. Their tough hides are the product of selective Squig breeding, enabling them to survive punishment that would turn a Gretchin into nothing more than an ugly coloured paste, meaning that Squigs are in fact some of the finest closequarter combat fighters available to Head Honchos courageous enough to tame them. It is for these reasons that Rebel Grot warbands often keep a steady supply of Squigs in pens, ready for use at a moment's notice. Although the responsibility of raising, training and caring for the warband's Squigs is left to the Snotlings, it is rare for a Snotling to herd Squigs herding requires more intelligence, skill, and precision than a Snotling is capable of and it also helps to give them an electrical jolt to the rear or other sensitive areas to simultaneously move them on and worsen their temper. Due to this, Rebel Grots employ specially trained Gretchin as Squig Herders their duties are simple, being that they just jab or make loud noises at the Squigs until they go where they're told, to either move them around a Rebel Grot encampment, or to charge them as fast as possible towards an enemy position in the battlefield. WS BS Squig Herder Grot Boss Herd Squig 2 2 4 3 3 S 2 2 4 T 2 2 4 W 1 1 1 I 2 2 2 A 1 1 1 LD SV 5 6 5 5+ Squig Herders tend to live separately from the rest of the warband, sometimes because no other Grot wants to be close to a Gretchin that smells of Squig muck, but often it is by choice. Squig Herders tend to live a slightly more tribal life styles, clothed in the leather of the creatures they herd, living off of food they procure for their own needs and selecting more simple and even cruder housing than normal for the Gretchin rebellion, causing them to be outcast to a certain extent. Despite this self-imposed alienation, Squig Herders have established themselves as a key part of Rebel Grot society, ferrying around the dangerous and violent beasts that many Grots wouldn't even dare to approach.

Special Rules
It's a Grot's Life (Squig Herders), Furious Charge (Squigs)

Tough Hide (Squigs): Herd Squigs are selectively bred for tenacity and aggression, to the point that their leather-like skin can deflect light arms fire and tough blows from combat weaponry. A Herd Squig has a 5+ armour save and a 6+ invulnerable save.



Even amongst the Gretchin insane enough to become Squig Herders, there is one Herder that sticks out as the least sane of all. That Herder is Mangnom Dagkutta, a Grot considered gruesomely ugly even when compared to the scarred, crooked-toothed, bulbous appearances of other Gretchin. His body is covered in scars he has received from rearing Squigs for much of his life and the tip of his nose is missing, supposedly also bitten off during an unfortunate occasion a long time ago. Mangnom's trademark clothing includes a wide brimmed hat, from which hang Squig teeth, suspended by strings, as well as a sleeveless, tan shirt beneath a dark brown Squig hide jacket. Mangnom Dagkutta claims to own and have personally bred extremely exotic, strange and dangerous varieties of Squig, far more peculiar than can be believed without baring witness to them first-hand. In fact, many refuse to believe the tales of Squigs that Mangnom allegedly keeps in his personal Squig pens... However, most won't ever admit their disbelief to his face. The few that have been courageous enough to do so have mysteriously vanished in the night, when their dwellings were destroyed during freak accidental Squig stampedes. Da Kommitte keep a close eye (but a silent mouth) on Mangnom's achievements, believing that one day he could prove to be a danger to both Rebel Grots and the cause in general, however they tolerate his borderline antics for now, believing that the losses he causes are minimal in comparison to the sheer brutality that his Squigs unleash upon the many foes that threaten their interests. Upon the battlefield, Mangnom Dagkutta follows the inferior Squig Herders into battle, passing on obscure and ludicrous advice as well as gloating and gesturing to the Squigs from his own stockpile that he brings with him, comparing them with the Squigs that the other Herders force into battle. Of course, much of this falls on deaf ears few herders actually raise their Squigs, much of it is done by Snotlings and so the advice, useful or not, is never put to use and rarely ever passed on to Snotlings, who probably wouldn't understand or remember exactly what they were told anyway. Mangnom's prize Squigs have several separate highly reactive explosive chemicals that circulate their body in different systems. If the Squig is attacked in such a way as it ruptures a path that allows for several of these chemicals to seep out and react, an impressive looking detonation will occur. Within his camp, Mangnom is somewhat of a celebrity, breeding non-combat Squigs to act as mascots for particular mobs, or as vanity pets for high-raking figures such as the Tinkerers and Committee members that pass through visiting, some with amusing traits such as the ability to belch gouts of flame or to crudely imitate the already crude Gretchin language to some degree. While useless in a battle, the popularity of such small pets has funded much of the research and breeding that do manage to grace the battlefields.

Selective Breeding

Spindly Squig: These Squigs are tiny compared to Herd Mangnom Dagkutta is responsible for owning all sorts of Squigs, but are supported by muscular, lengthy legs that strange and wonderful varieties of Squig. Any Herd Squig in a allow them to move with incredible ease. Squigs with this unit containing Mangnom Dagkutta may be upgraded to one upgrade gain +1 Initiative. . . . . . . . . . . . . . . . . . . . +10 points of the following: Explosive Squig: Dagkutta's pride and joy. The blood of Gnasher Squig: (Also known as a 'Face Eater' Squig.) Explosive Squigs is so highly pressurised, severely wounding These ferocious Squigs are almost more Toof than Squig. them will cause a volatile reaction. Squigs with this upgrade gain +1 Attack. . . . . . . . . +5 points When a Squig with this upgrade is killed, place the blast marker centered over the model. All models under the Spiked Squig: This Squig's hide is protected by hardened, marker take an automatic S5 hit. Other Explosive Squigs are pointy shards, making it much more difficult to hurt. immune to this attack. . . . . . . . . . . . . . . . . . . . . . . +15 points Squigs with this upgrade gain +1 Toughness. . . . . . + 5 points WS BS S T W I A LD SV Gas Squig: These Squigs exude a foul-smelling, hazardous Mangnom gas from their bodies. Squigs with this upgrade have Dagkutta Poisoned Attacks which always wound on a 4+. . . . +5 points 2 3 2 2 2 2 1 7

- /6+

Special Rules Rok Squig: Dark brown or grey in colour and hard enough to crush a skull with when used as a weapon, Rok Squigs have a Independent Character, It's a Grot's Life far tougher hide that most other varieties of Squig. Squigs with this upgrade have a 4+ armour save. . . +5 points Wargear Grotblasta, Shokk Stikk, Stikkbombs, Squighide Jakkit
Gelatinous Squig: A descendant of the blubbery food Squig, this creature plods about on a weak internal structure. It's bloated little body can absorb most physical blows harmlessly. Squigs with this upgrade have a 4+ invulnerable save. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +10 points


Gretchin are well-known for cunning as well as hiding. Their survival depends largely on ambushes and sneaking around to gain the upper hand, as they often have little protection and poor equipment. However, there is an exception to this rule in the form of Gretchin Big'Unz. Despite the name, Big'Unz are not any larger or tougher than the average Grot. The name refers to their unique suits of battle armour instead of the users themselves. A typical suit of Big'Un armour is made of thick plates, usually taken from wrecked enemy vehicles and is by far the greatest precision work of engineering that a Tinkerer can ever achieve, it's bulk almost entirely immobile if not for a complex series of gears, pumps, pulleys, motors and other technological and complex looking things, not all of which have practical functions or even work at all, but somehow combined, they enable what should be nothing more than a tank trap to move and fight with little to no difficulty until the luxury extras start piling on! No two suits of Big'Un armour will ever be identical each Tinkerer has their own methods of producing a basic suit of Big'Un armour, which, considering the amount of Tinkerers at the rebel Grot's disposal, ensures that few even look similar added to this is the demands of the owner. Rather than being issued by da Kommitte, Big'un armour is made and maintained within each warband, although it's production and upkeep is logged afterwards. This means that only the richest, luckiest and most courageous Grots ever get to show off in a suit of Big'Un armour, unless they're the first one to it when it's owner eventually meets an unfortunate end. The cost of Big'Un armour is so high, that not even many Head Honchos own a suit. Despite the high cost, not only do a small percentage of Grots own what is regarded as the ultimate in survival, but they also tool them out further as a status symbol with many gizmos and inventions that the Tinkerers want to try out the armour elevates the wearer to a status above the swelling ranks made up by the puny bodies of their comrades, causing them to be seen as inspiring figureheads... This does come with a price, though. Big'Un armour is not very useful for surprise or ambush tactics, and when weighed down with upgrades it is also not nimble enough to escape or hide with any real ease. Because of this, many suits of Big'Un armour are tooled up much the opposite, to be both eye-catching and intimidating. If it's impossible to hide, it may as well be designed to look as scary as possible, belching black smoke, covered in spikes and mean looking metal teeth and given larger-scale, imposing looking weaponry that either act to scare away enemies, or draw attention so that the more manoeuvrable of their comrades can attack from other positions, as only Gretchin can. Big'Unz are also sometimes employed in combination with fleets of Big Luggas in order to deliver hard-hitting strength directly into enemy concentrations of armour support and other tough targets, or to move them at speeds they would otherwise never be able to attain in order to clear an objective for their comrades to capture when they're done. The combination of survivability, versatility and psychological impact on the field of battle enable Big'Un units to be deployed in a variety of unpredictable ways, much to the satisfaction and entertainment of many a twisted and vindictive Head Honcho.

WS BS Gretchin Big'Un 2 Gretchin Big Boss 3 3 3

S 3 3

T 3 3

W 1 1

I 2 2

A 1 2

LD SV 5 6 2+ 2+

Special Rules
It's a Grot's Life This Stuff's 'eavy!: Big'unz often pay vast sums of teef to have their armour upgraded with many interesting devices that make them more akin to a tank than a Grot. If any model in Big'un armour takes three or more upgrades, they gain the 'Slow and Purposeful' special rule. Their mandatory selection of weapons or upgrading a member to a Big Boss do not count towards this total.

Big'un Armour: Big'un armour features impossibly thick metal plates supported with mechanical whirring gizmos, all run from a compact engine and are by far one of the most impressive Gretchin constructs. In fact, most suits of Big'un Armour are much bigger than the Gretchin that uses it, and would be entirely immobile without it's motors. A model wearing Big'un Armour gains a 2+ armour save



A Ball Busta is a Gretchin bearing a salvaged wrecking ball, also commonly referred to by the same name, which would be too heavy and cumbersome for a Gretchin to pick up under normal circumstances. Gretchin Ball Bustas abuse a brew made from an incredibly rare fungus in vast amounts, with an end result being an increase in strength the likes of which must be witnessed to be believed, which enable them to swing such large, heavy balls around and around, sometimes with far greater ease than one could lift a Grotblasta. This strength can often fail them when they need it most, or sometimes the hallucinogenic, alcoholic substance effects the brains of the poor Gretchin to such an extent that they either no longer care, or no longer see their comrades. This often leads to the bone-shattering death that the wrecking ball is capable of dealing coming back at the rebel grots with deadly results Several Ball Bustas over the years have even managed to either throw the ball straight up in the air and onto themselves, or swing with such strength that the resulting course drags them to their deaths. Ignoring these self-inflicted fatalities, many Head Honchos are keen to use Ball Bustas after all, broken wrecking balls are almost considered 'free', so this is a very effective way to use these left over parts, as well as being cost-effective as it only takes a few rounds of the right drink to make any Gretchin consider taking up the challenge quite seriously. Provided the drinks keep coming, Ball Bustas seem quite content with their role in life, often singing or laughing manically all the way to the enemy lines, perhaps hallucinating an entirely new reality around them. Da Kommitte have little problem concerning the use of Ball Bustas a well aimed swing can cripple an enemy vehicle to the point where it's possible to loot it, or even smash through a vital part and take it out of action entirely. Compared to that, the sacrifice of the occasional few dozen Gretchin is very much tolerable Rebel Grot warbands tend to take large numbers of casualties in general, so a few more in exchange for wiping out the enemy transports, artillery, or in some rather painful cases, even enemy officers or the occasional Ork Warboss.

WS BS Ball Busta 2 3

S 2

T 2

W 1

I 2

A 1

LD SV 5 -

Special Rules
Independent Character, It's a Grot's Life

Ball Busta: A Ball Busta is nothing more than a salvaged Wreckin' Ball that these Grots refuse to let go of. The weapon is extremely devastating when unleashed unfortunately, the weapon is so difficult to control, it can easily end up devastating the wrong target! Instead of attacking normally in close combat, a Gretchin Ball Busta rolls 1D6. The Ball Busta strikes at the initiative value of the dice roll. If the result was even, the target of the Ball Busta's attack is an enemy unit that has at least one model in base contact with the Ball Busta. If the result was odd, the target of the Ball Busta's attack is its own unit. The Ball Busta can accidentally hit itself in this manner. A Ball Busta deals 1D3 attacks at Strength 10 against its target unit, rolling to hit and wound as normal.



The lunatic product of the deranged imaginations of Grot riggers and scavs that have spent far too long basking in the insane genius of the Ork Big Meks, Grot tanks are diminutive armoured vehicles made to imitate the far larger Ork wagons and Tanks. Although hardly reliable and positively dangerous to their occupants, these machines can be nevertheless surprisingly effective on the battlefield. In sufficiently large numbers they become a rattling, ramshackle tide that can overwhelm just about anything, crushing the enemy under their tracks to the shrieking delight of their drivers. These vehicles are often produced in Mek's workshops, concealed behind piles of scraps, being built from reject parts, track assemblies and engines stolen or 're-purposed' from other constructs, some of which may have been forgotten about by the residing Mek, though others are sneakily taken when the Mek retires for the evening. For the most part, Grot Tanks are ignored by Meks some find them interesting, if crude, looking fondly at vehicles made in the style of a simpler time, although other Meks simply see the use of small armoured vehicles to be used as decoys and cannon fodder to distract from their trucks, tracks and tanks. Unsurprisingly, Grot Tanks are often produced in larger and larger numbers the closer a clan's Gretchin get to rebelling, with the Orks never truly knowing how many of these constructs truly exist directly before the uprisings, as many are buried and cunningly concealed within piles of scrap around the Ork encampments and their surrounding areas, sometimes even along planned escape routes to help ambush any pursuing enemy Ork forces. The surviving examples that make it to Rebel Grot warbands are used as 'templates' for Tinkerers to learn how to build more, with the vast majority of spare and scrap motorised parts salvaged from enemy vehicles and tanks being repurposed to produce these vehicles in large numbers, causing Grot Tanks to become the heart of the Gretchin armoured force in the same way that Gretchin are the heart of the infantry forces. In some warbands, the Tinkerer's workshops never cease, constantly building parts for the latest and greatest models and variants of the Grot Tank. Being produced within a warband from scraps that they are entitled to (and not reclaimed by Da Kommitte, as some rare items are), many Head Honchos command a fair few Grot Tanks, even if their force is relatively new and lacks much in terms of both armour and weapons beyond Big Luggas.

Armour BS Grot Tank 3 F S R Special Tank 11 11 10

Special Rules
Full Speed Ahead! To the crazed Grots piloting Grot Tanks, the whole point of the tank is to hurtle around as fast as possible using their over-powered engines, blasting away as they go. Not that this always goes to plan, as the bellowed orders get misunderstood or squabbles break out inside. Grot Tanks move 2D6 per turn as opposed to the standard rules for vehicles, but can always fire their weapons when they do so. Alternatively, they can opt to go flat-out and roll 3D6 instead and fire no weapons. Roll once for the entire mob, and the distance rolled indicates the furthest any tank in the mob can move that turn. However, this can all go horribly wrong, and if a double 1 is rolled for movement, one Grot Tank (chosen by the Rebel Grot player) suffers an automatic penetrating hit. Rolling Scrap-Pile: Grot Tanks are moving conglomerations of all kinds of scrap, old machinery and looted bits - not all of it needed by any means! This can result in the enemy haplessly blowing off useless junk from the Grot Tank without actually damaging it. As a result Grot Tanks have an Invulnerable save of 5+, except against Ordnance and Destroyer weapons, which simply blast them to bits. 19

For some Grot would-be-meks, the vicarious (not to mention often suicidal) joys of riding their very own ramshackle Grot Tanks into battle is not enough. They crave even bigger rigs and more importantly even more gunz! To this end, some whose work escapes the notice of their Ork bosses for long enough come up with their best imitation of a Battle Fortress, often cunningly constructed with a narrow warren of internal compartments no Ork can squeeze into! These Grot Mega-Tanks are even more dangerously erratic than their smaller kin, but bristle with all the best gear the Grots can scavenger or pilfer, and can often be found running into battle alongside Grot Tank mobs or loitering suspiciously around larger Ork tank squadrons. During times in which Gretchin revolt and turn on their Ork masters, these Grot Mega-Tanks are often the heart of their battle line, being an armoured hulk compared to other Gretchin technology. Savage fighting ensures that these vehicles are rare and precious few can survive breaking through the heart of an Ork encampment, particularly from a Mek's workshop, surrounded by other mechanical monstrosities. As examples of this technology have survived to make it to Rebel Grot fortifications, along with the future Tinkerers that managed to build them, Da Kommitte have ensured their technology be studied so that additional Mega-Tanks can be produced and put into service as effective fire-support. Armour BS Grot Mega-Tank 3 F S R Special Tank 12 11 10 Enemy vehicles that are crippled or are damaged to the point that many of their parts are scrapped are routinely stripped down instead of being repaired, so that the Grots can refit their parts onto these Mega-Tanks (a notable exception is if an enemy vehicle mounts a Boomgun. These vehicles are classified as 'worth' repairing) In fact, it's possible for the hull of a Mega-Tank produced within the revolution's camps to feature large sections of different looted wagon hulls, fused and bridged together in interesting ways, rather than having a hull bolted together from scraps and off-cuts, as their less exotic counterparts built before their revolutionary fighting lives began.

Special Rules

Rolling Scrap-Pile, Full Speed Ahead! (See page 19) All Aboard! The Grot Mega Tank is crammed to the gunnels with so many crew (and their assorted flunkies, pets and hangers on) that theres no shortage of eager hands to push buttons and pull triggers - often too many. At the start of the Shooting phase, roll 1D6. On the roll of a 1 none of the tanks weapons may fire this turn as a fight breaks out inside the tank, on a 2+ the Mega Tank may fire its weapons, and may select a different target for each gun if it wishes!

Boom Kannisters: Grot Mega Tanks are equipped with two shrapnel bombs mounted on the sides which the Grots delight at firing off at anybody that gets too close, (and if a few of their own side get splattered across the battlefield along with the enemy, its all fun!) Exactly where the Grots got the idea for this remains a mystery, but thanks to the popularity of the loud bangs involved, their use has spread. The Grot Mega-Tank has two of these one-use weapons, one mounted on each side of the vehicle. They count as defensive weapons but are fired in a straight line and their target point for scatter is always their listed maximum range. Range Strength AP Type Boom 10 4 5 5 Blast, Kannister Pinning Doza Blade: Grot Mega-Tanks may re-roll failed dangerous terrain tests and count as having a reinforced ram. 20

The Rebel Grot warbands are usually lacking in firepower. The technology to produce destructive weapons of their own are far beyond the understanding of the average Gretchin Tinkerer and so enemy vehicles are often made into targets for theft and later customisation. These refitted enemy vehicles are collectively known as 'Looted Wagons'. They are often repaired with anything the Grots have to hand, having lost computerised operating systems, engines and weapons as the Gretchin attempt to stop the vehicles without destroying them entirely. Often, the only reason a Looted Wagon is targeted is its fire power large ordnance weapons known as 'boomguns' are the most common weapon that Rebel Grots will look for in a target, as they are uniformly deadly against both infantry and armour, however some Looted Wagons are hijacked for their fully enclosed protection and speed, which assists them in delivering units to strategic places on the battlefield in a far more reliable way than a Cutta or even a Big Lugga are capable of. In keeping with Rebel Grot aesthetics, Looted Wagons are often patched up and given masts, crows nests and sails, taking on the appearance of great land ships, although more often than not, these sails are merely decorative The vast majority of Looted Wagons have engines and other forms of propulsion, not having to rely on the wind to speed them into battle Which, given the weight of many enemy battle tanks, would be a feat of engineering in itself. During the best-laid plans of rebellion from within Ork clans, Grot Riggers often find reasons to be tunin' up da tekky bitz, tightening dem turny fings and Givin' da gas-wassits a go on any Looted Wagons they can get close to. Many Meks fail to fully question such technical jargon, average Orks would likely ignore them entirely. When the word to rebel is given, the Looted Wagons that were improved and rebuilt by the Ork Meks are turned on their former masters, causing massed destruction and carnage, much to the satisfaction of the Gretchin Looted Wagon Krews. Looted Wagons that are taken into the Revolution in this manner are often re-assigned on the whims of Da Kommitte, as all truly should be however, often times, Rebel Grot warbands will neglect to declare the successful looting of enemy vehicles, or claim the parts were broken down and used as scraps for servicing their other weapons and vehicles, rather than being fielded as Looted Wagons, in order to help improve their own odds of success. Such bendings of the truth must be remembered for future reports to Da Kommitte, who will be very quick to ask exactly how that shipment that was meant to be stolen disappeared in a massive crater that could not possibly have been caused by the Head Honcho's Shoota.

Armour BS Looted Wagon 3 F 11 S R Special 11 10 Tank, Open-Topped

Transport: A looted wagon that does not have the Boomgun upgrade has a transport capacity of twelve models. Models in big'un armour count as two models.

Special Rules

Don't Press Dat! Due to their non-Greenskin technology, Looted Wagons are prone to unforeseen difficulties. Each Looted Wagon must roll a dice at the start of each Rebel Grot Movement phase. On the roll of a 1, that vehicle must move directly forward as far as possible as the crew inside get carried away. This can potentially mean that the Wagon may Tank Shock an enemy unit. Passengers may not disembark this turn.

Boomgun: Looted Wagons are often stolen purely because of the size of the gun they mount upon their chassis the bigger the better. A Boomgun has the following profile: Boomgun Range 36 Strength 8 AP 3 Type Ordnance 1, Large Blast

Fire Points: If a Looted Wagon has the 'ard case upgrade it has three fire points, one on either side of the hull and one at the rear. Access Points: If a Looted Wagon has the 'ard case upgrade it has one access point at the rear.


The large, heavy artillery pieces of the Ork army that Gretchin were forced into using are all too easily turned on their slavers, with deadly results granted by the superior Gretchin shooting capabilities. Many Big Gun Krew end up deaf due to the repeated loud noises their heavy artillery pieces make upon their firing, however the Gretchin spirits are usually high, as they communicate with crudely painted signs and rudimentary sign language in order to convey their targets to each other and figure out when to relocate their firing position within a battle. Gretchin Big Gunz fall into three categories rudimentary mortars used for hitting concealed enemy positions, traditional and often old-fashioned cannons, used for blasting apart infantry and lightly armoured vehicles alike, and the powerful Zzap guns, which concentrate energy and direct it at a single point with such devastating results that it can puncture a hole directly through the Imperium's Land Raider tanks and still leave an exit hole. Many Head Honchos employ a few small batteries of Big Gunz to reduce enemy numbers and immobilise vehicles in the time it takes for their other forces to meet the enemy lines, softening up their targets for greater success on their main assaults.


Kannon: Kannons are heavy bore artillery pieces that fire anti-tank shells or anti-infantry rounds. (Declare which each time you fire.) Range Strength AP Type Kannon (frag) 36 4 5 Heavy 1, Blast Kannon (shell) 36 8 3 Heavy 1 Lobba: Most Lobbas are primitive forms of mortar, often taking the form of a catapult or trebuchet. Reguardless, they are all uniformly deadly. Range Strength AP Type Lobba G48 5 5 Heavy 1, Blast Zzap Gun: Zzap guns are powerful but unpredictable energy cannons. Each time a Zzap gun battery is fired roll 2D6 to determine its Strength. If the roll is above 10, one of the Gretchin crew is killed but the shot is still fired, counting as S10. When they score glancing or penetrating hits against vehicles, Zzap guns automatically cause a Crew Shaken result in addition to any other effects. Range Strength AP Type Zzap Gun 36 2D6 2 Heavy 1

WS BS Gretchin Krew 2 3

S 2

T 2

W 1

I 2

A 1

LD SV 5 -

Armour BS Big Gun 3 F 10 S 10 R 10 Special Artillery

Special Rules
It's a Grot's Life (Gretchin Krew)


The simplest construct in a Rebel Grot army is without a doubt the Cutta. It is the most basic of vehicles that a Tinkerer can possibly make, lacking in weapons, armour and even engines. A Cutta is nothing more than a basic almost triangular (sometimes also three-wheeled) frame constructed from either wood or lightweight metal, held together with ropes, wooden stakes and in rare cases, screws. A Cutta is propelled by sails, gliding over land as a small boat would sail on smooth waters. In cases where the sails are damaged or there is a lack of wind, it has been known for the crews of Cuttas to get off and push, or use steep hills to gain enough momentum to make it to their enemy lines this may seem like a one-way trip, but few Cuttas even in full working order make it back in one piece, so the destruction and damage sustained to a Warband's Cutta numbers is usually glossed over when presenting their reports to Da Kommitte. Some Cuttas crews, not wanting to go into battle unarmed, affix crude crow's nests to the top of their masts, in which a single Grot can take shots at the enemy Some Cuttas that lack crow's nests in fact still use this tactic, either with a Gretchin clinging to the mast one-handed and hoping that they don't hit rough ground, or in a very ingenious (by Gretchin standards) botch-job, simply tying a Gretchin to the top of the mast and leaving an arm free so that he can use a firearm. Without much in the way of armour plating, the vast majority of the Gretchin crew and the vital mast and wheels, axles and in fact the entirety of the vital framework of the vehicle is exposed to enemy fire, making these vehicles extremely vulnerable targets that a wise opponent will always draw their attention to before they manage to get close. Being poorly constructed, rushed and often made of inferior scraps, Cuttas often fall apart on the field of battle a lost wheel, part of the frame colliding with the ground, the mast falling through the deck Any slight knock on a Cutta's hull is likely to catapult it from it's current path, or stop it dead in its tracks, sometimes causing the entire thing to shake itself loose and fall apart This isn't seen as too devastating a loss, it can be tied back together later maybe even BETTER than it was before! Despite their flimsy nature, Cuttas are cheap, easy to produce and require very little actual intelligence to make. They are the first thing that many Rebel Grot warbands make for themselves in order to assist them on cunning attacks of their enemies, and remain an integral part of the warbands until such a point as they are able to loot enemy vehicles for their engines, or gain enough prestige with Da Kommitte to be able to make requests for actual powered vehicles.

Armour BS Cutta 3 F S R Special 10 10 10 Fast, Open-Topped

Special Rules

Ramshackle: If a vehicle with this rule suffers a Vehicle Destroyed! Or Vehicle Explodes! (wrecked) result, roll on the Ramshackle table below and apply the result instead of the usual effects. If the vehicle suffers more than one Vehicle Destroyed! Or Vehicle Explodes! Result, roll one dice per result on the Ramshackle table, but only apply the lowest dice roll. D6 Effect 1-2 Kaboom! The vehicle explodes, catapulting flaming debris and stunned passengers in all directions. The vehicle is destroyed. All passengers and models within D6 take a Strength 3 hit. Surviving passengers must disembark and take a pinning test. 3-4 Kareen! The shot sends the vehicle out of control. Move the vehicle 3D6 as far as possible in a random direction (The Rebel Grot player chooses if they roll a Hit on the Scatter Dice) Then apply the Kaboom! Result above. If the vehicle would careen into enemy models or terrain, stop it 1 away. 5-6 Kerrunch! Something vital gives, but the passengers bail out of their vehicle before it falls apart with a noise like a Meganob falling down a spiral staircase. The passengers take no damage but must immediately disembark. The vehicle is then wrecked.


When comparing construction, the ill-informed would assume that a Big Lugga is little more than an up-scaled Cutta. For some basic models of Big Lugga that lack a propulsion system, this could be almost true, however a Big Lugga is not only a transport, but a fire-support option for fledgeling warbands that are not yet able to salvage the materials necessary to create anything better. In terms of mobility, a Big Lugga is propelled by either large amounts of sails, Snotling-powered pumping mechanisms, or small, rudimentary engines. Some models of Big Lugga retain the sails even if they do not need them, Gretchin often prefer the looks of a land-ship with sails, believe it can go faster, or just feel that it makes the Big Lugga look bigger and therefore much more intimidating to an enemy. Big Luggas are, much like the smaller Cutta units, often made of wood and metal scraps, held together with rope and other simplistic means, however Big Luggas often feature superior handling, more armour for their crew and vital parts and generally just demand more respect than a Cutta ever would. Big Luggas are often seen speeding across the battlefield in groups, harassing the enemy with their catapults before delivering payloads of Gretchin from their hulls each Big Lugga that makes it to its destination could be carrying a different type of Rebel Grot unit, each with a devious and cunning reason to be dropped off at its current location.

Special Rules

Morta: The Morta can be considered the first serious attempt at upgrading the firepower of a Big Lugga at least, it is the first replacement for the Catapult that isn't humorous. Wargear Catapult: Most Big Luggas simply catapult scrap and broken In fact, the Morta is a real explosive shell-firing weapon weaponry over short distances. Some of these scraps are big However, this firepower comes with a drawback. The weapon is so heavy and shakes the frame so hard that the Big Lugga enough to actually hurt something if they hit. cannot fire it on the move. Range Strength AP Type Range Strength AP Type Catapult G18 5 5 Assault 1, Blast Splattapult: Grot Herdas once joked that there just had to be an easier way to get rid of Squig muck. After a discussion with a very easily amused Tinkerer, they discovered there was! A Splattapult hurls flaming Squig muck in much the same way a Catapult hurls scraps, only with an added psychological bonus. Few enemies will ignore flaming manure just to assault a Grot. Range Strength AP Type Splattapult G18 5 6 Assault 1, Blast, Pinning Morta G24 6 4 Heavy 1, Blast

Arrer Chukka: Allegedly, Glak Arrer used a prototype of this weapon on his personal Big Lugga, 'Da Glak Hurl'. This upgrade replaces the catapult and it's bucket, rock or Squig ammunition with an oversized crossbow. Ammunition for this device ranges from extremely large spears, sharp-tipped girders and poles with explosives mounted on their tips. Not only is an Arrer Chukka fairly accurate, but packs enough punch to penetrate most vehicle armour.

Range Strength AP Type Squig Catapult: After the invention of the Splattapult, the Squig Catapult was a natural progression. A Squig Catapult is Arrer 36 8 4 Heavy 1 used in the shooting phase and counts as a weapon with the Chukka 'Assault 1, Blast' characteristics. Just like a Catapult, it may only fire in the front 45 arc of the vehicle and has a range of 18. After any scatter from the blast template has been completed, a Herd Squig (see page 15) is placed at the Armour center point of the template. If an enemy model is under the BS F S R Special template, the Squig has collided Teef first with them! Resolve the hit against the target at S7 AP3. The Squig is killed by the Big Lugga 3 11 10 10 Fast, Open-Topped impact. If the Squig does not collide with an enemy model, it must move and run towards the closest enemy unit and must assault if it is within range. The enemy does not gain Kill Points if they kill a Herd Squig that was fired from a catapult. 24


The stories of Kaptin Glak Arrer are legendary wherever alcoholic fungus beers are served. Glak Arrer is a living legend, supposedly constantly under the influence of extremely potent beverage, with results the likes of which few could believe without witnessing first-hand. Glak Arrer, captaining his personal Big Lugga, Da Glak Hurl, has a record of infamy amongst Rebel Grots for his heroism, as well as Orks for his difficulty to kill, as he is even more cunning than the average Grot and also capable of pulling off plans that look absolutely insane to the outsider, but lead to near flawless results, such as managing to hi-jack an Ork Trukk full of mechanical supplies without actually killing a single opponent himself no doubt the effect of bailing out from a fast moving vehicle onto a hard dirt wasteland resulted in a fair few casualties. These intricate plans, which seem so simple, are more than likely not planned to any degree, but are improvised on the spot with incredible amounts of cunning... Either this is true, or Glak Arrer is capable of planning enemy reactions down to the nearest moment with such incredible foresight that no one will ever truly be able to gain the upper hand over him. These plans often involve escaping capture, rescuing comrades, jumping ship or otherwise giving a trade-off of one thing for another to his own advantage, all with incredible style and grace to top it all off. Amongst Ork taverns, scattered throughout multiple sectors, there are wanted posters that demand the tricky Grot alive for punishment and painful death, with large sums of teef being offered as a reward for his capture. This has lead to entire Ork warbands being sent against Glak Arrer's land ship fleets, with Trukks facing off against Big Luggas in massive high-speed battles over boarding planks, swordfighting and gunning all the while. There is a certain charm and classical romance to Glak Arrer's piratical life that embodies far greater appeal to Gretchin than the basic life within the Revolution. For this reason, there are many dozens of Gretchin that wish to serve upon the Glak Hurl itself, or as part of the crew aboard Glak Arrer's mighty fleet of Luggas and Cuttas, sailing across the sands and hard battlefields in search of loot and battle, roaring and barking at their foes. In the thick of battle, Glak Arrer can be seen swinging from Da Glak Hurl onto opponent's vehicles, swashbuckling with their crew in order to take control of their vessel. Many are the times that Glak Arrer has managed to take control of a key piece of armour that the opponent had controlled, such as commandeering control of a high ranking Warboss' personal battle wagon, before using it's Zzap gun to breech a hole through the side of the foe's Looted Wagon, which was transporting a Big Mek at the time. Before the enemy could react, Da Glak Hurl and the battle wagon had both swiftly withdrawn, with no Ork able to pursue them.

WS BS Glak Arrer 3 3

S 3

T 3

W 2

I 3

A 2

LD SV 7 6+

Special Rules
Independent Character, It's a Grot's Life, Fearless Boarding Action!: During any turn in which Glak Arrer or any member of a squad he is currently attached to causes a 'Destroyed Wrecked' or 'Destroyed Explodes!' result against an enemy vehicle from the Boarding Plank of any Rebel Grot vehicle, you may instead remove Glak Arrer from his unit and also remove him from the table. You may use the target vehicle, in whatever condition it is in (ignoring the 'Destroyed' result!) as if it is a normal Rebel Grot unit from the beginning of your next turn. The opponent no longer has any control of this vehicle. If an enemy unit is currently embarked, it must immediately disembark. You gain a single Kill Point as if the vehicle had been destroyed for hi-jacking the enemy vehicle. A vehicle that has been boarded in this manner is subject to the 'Don't Press Dat!' special rule (see Page 21)


The cowardice and self-preservation instinct that usually enables Gretchin to survive through stealth and cunning can, under certain conditions, be refined to the uppermost extent of stealth. Some Gretchin that are born into the Revolution, instead of being dragged or volunteering for the live of rebellion, never learn to fire a weapon to the same extent that most Gretchin seem to naturally possess. Instead, they spend their time skulking around in shadows, approaching under elements and using intimate personal weapons in order to despatch a target. These Gretchin are hailed as 'Sneeky Gitz', the most cunning of all Grots, able to move effortlessly through terrain, from dangerous scrap piles to overgrown forestry, without making a single noise or disturbing anything. The smartest of the Sneeky Gitz, known as Kunnin' Gitz, are often employed as assassins, infiltrating into enemy positions and encampments to effortlessly snuff out a life in the middle of the night without being spotted. On the battlefields, Sneeky Gitz band together into loose groups, making best use of available cover and biding their time before leaping into the fray, ambushing enemies and rending limb from limb with cruel bladed weapons, eliminating key enemy units in their entirety before vanishing back into the shadows from whence they came. The Sneeky Gitz are mysterious entities, entirely independent of Da Kommitte, perhaps even independent of any one particular Head Honcho indeed, few 'normal' Gretchin within a warband have ever actually seen Sneeky Gitz, and would insist that they do not exist, if it was not for the hideously mutilated corpses that they leave behind on battlefields. WS BS Sneeky Git Orderly Kunnin' Git 3 2 3 2 3 2 S 2 2 2 T 2 2 2 W 1 1 1 I 3 2 4 A 1 1 2 LD SV 5 5 6 Sneeky Gitz have been known to voluntarily allow for themselves to be seen in times of importance, to deliver important news or instruct a warband of an impending attack that they had overheard their foes discussing. In these times, it has been noted that Sneeky Gitz tend to adopt pure black dress, sometimes wearing tight-fitting clothing and masks, other times wearing hooded robes, with no uniformity amongst one group of Sneeky Gitz to another, apart from the fact that they all wear black, dark colours, or suitable camouflage for the field of battle in which they are currently fighting. Many Gretchin would queue to join the Sneeky Gitz, although it seems there is no way to do so If they believe that a particular Grot is worth recruiting, they will make themselves known. There is no office, standard meeting point, or recruitment officer, nor is there any job pole planted within the warband encampments to prove their existance at all. Da Kommitte would likely have little problem with such sneaky and cunning Gretchin, although they would presumably prefer to exude a greater degree of control over them, should they ever be able to locate them. No Sneeky Git has ever been found out by a member of Da Kommitte, making the Sneeky Gitz even more elusive and difficult to find than the heads of Da Kommitte than run the rebellion in its entirety.

Special Rules
It's a Grot's Life, Stealth, Scouts, Move Through Cover, Infiltrate


Rippy Blade: Sneeky Gits are masters of assault Not only due to their ability to strike quickly and almost entirely unseen, but due to their prowess with their signature jagged blades, designed to cut and saw through flesh and bone with ease. A Rippy Blade counts as a Poisoned weapon (4+) A model with a pair of Rippy Blades gains an additional attack.


A Killa Kan is outwardly similar to its larger cousin, the Deff Dread. They are essentially giant metal canisters on pistondriven legs that sport lethal close combat attachments and heavy-duty weaponry. One of their limbs usually ends in deadly-looking power shears or a great blood-encrusted buzz saw, whilst the other side is a large calibre weapon welded to the opposite side. However, it is inside the Killa Kan that the difference becomes more pronounced, for Killa Kans are piloted by Grots rather than Orks. Kans are smaller than Deff Dreads and tend to operate in loose groups. This is because their pilots still retain a good degree of Gretchin cowardice, finding it hard to overcome their natural instincts even when hardwired into a ten-foot tall killing machine. As a result they still believe in safety in numbers and harbour none of the delusions of invincibility common to Deff Dreads. It is not unheard of for Killa Kans to stand shellshocked at the first sign of danger or even waddle off in panic when the going gets tough, despite the fact their metal carapaces make them all but invulnerable to small arms fire. Gretchin practically queue up for the chance to become a Killa Kan pilot. After a lifetime of menial tasks punctuated by casual violence, the idea of striding about in a hulking metal body and lording it over his Ork oppressors is irresistable to a Grot. Nothing short of actually witnessing the horrific implantation process can deter a downtrodden Gretchin from pursuing his desting as a Kan pilot, Such is the competition that the more organised Grots hold loosely regulated lotteries to determine who gets to be wired into the shiny new killing machine when a Mekboy has finished building a Killa Kan. Once the Grot pilot is in place he will often wreak his revenge on those who have bullied him in the past, smashing into their homesteads in the night with a terrible shriek or Armour WS BS S Killa Kan 2 3 5 F S R I A Type Walker 11 11 10 2 2 Stomping them into a bloody smear in front of their mates. The Meks and Painboyz responsible for the Grot's 'upgrade' look on these spectacles with a kind of paternal pride before leading the rogue Kan back to its pen. There it will stand dormant amongst its metal-clad brethren, emitting the odd snore until it is time to march into battle. This ability to tear apart their foes and right wrongs makes Killa Kans great weapons to enable other Gretchin to escape if an uprising occurs within an Ork settlement, and Killa Kans are typically amongst the first weapons to be 'liberated', as they are already fit to go due to their pilots being hard-wired into their machines. Within the ranks of the Revolution, Killa Kans are a rare and valuable spectacle, with very few Tinkerers being able to actually produce more, having to work closely with Grot Orderlies in order to hard-wire their comrades into the systems. A few rare examples of Killa Kans with controls do exist, though these, along with all other Killa Kans, are seen as property of Da Kommitte, who have the final say on where the units are despatched to. The vast majority of Tinkerers with the level of skill required to successfully produce new Killa Kans are employed by Da Kommitte personally, ensuring that a steady (yet very limited) supply of these rare weapons are being produced for the good of the revolution.


Grotzooka: Killa Kanz sometimes mount a gigantic blunderbuss that fires scrap gathered from the floor of workshops. It has the following profile: Range Grotzooka 18 Str 6 AP 5 Notes Heavy 2, Blast



This section of Codex: Rebel Grots lists the deadly weapons and equipment used by Rebel Grot armies, along with all the details you'll need for using them in your games of Warhammer 40,000. Note that weapons and equipment that may be used by more than one type of model or unit are detailed here, while equipment that is unique to a single model or unit is detailed in the appropriate entry in the Forces section. We have included page numbers for quick reference. For example, grotblastas are pretty common in a Rebel Grot army They are detailed in this section. The Catapult is unique to Big Luggas, and is therefore detailed in the Big Luggas entry. Grotblasta WEAPONS Grots sometimes manage to buy themselves a run-down, second-hand, low-tech, dust-cake piece of junk that might just Arrer Chukka See page 24 conceivably kill something provided they remember which way round to hold it. Ball Busta See page 18 Range Str AP Notes 12 3 Assault 1, Pistol Big Shoota A Big Shoota is a heavy, large-calibre machine gun constructed Grot-Prod by Ork Meks. The Rebel Grots often make use of these stolen These devises were created so that Runtherds could deliver a weapons. short, sharp shock to an errant Grots vulnerable parts. The Range Str AP Notes voltage of these electric prods can be ramped up considerably, 36 5 5 Assault 3 making them formidable close combat weapons. It is for this Burna Burnas are ideal for slicing up scrap metal and enemies alike. A burna may be used in the Shooting phase with the profile below, or as a power weapon in an assault, but not both in the same turn. Range Str AP Notes Template 4 5 Assault 1 Boom Gun See page 21 Catapult See page 24 Copper Pole See page 9 reason that Grots typically attempt to steal these weapons during their battles against Ork forces. A a Grot-prod counts as a Poisoned weapon (4+) . Grotzooka See page 27 Kannon See page 22 Kustom Mega-Blasta These weapons are a marvel of Ork technology that fires blasts of pure energy. The comparatively compact size compared to other Ork weapons, combined with its potent strength, make this weapon popular amongst Rebel Grot warbands. Range Str AP Notes 24 8 2 Assault 1, Gets Hot!

Gas Stikkbomb Launcha The Grot Rebellion may have originally existed to fight back Lobba See page 22 against their Ork oppressors, but across the effected parts of space, the Grots have encountered other races use smoke Morta See page 24 launchers on their vehicles to obscure them, making it harder to see or hit them. Power Klaw Imaginative Bigunz requested that looted smoke launchers be A Power Klaw is a large, bulky, powered, armoured gauntlet affixed to their suits as they honour the classic Gretchin tactic that counts as a power fist in all respects. of being unseen. A mob containing any number of Gas Stikkbomb Launcha Red Fist See page 13 upgrades may use them during the shooting phase instead of shooting. Until the beginning of the next Rebel Grot players Revolushun Blasta 12 S5 AP5 Notes: Assault 2, Pistol turn, all members of the unit have their cover save improved by Da Red Gobbo and several select, honoured individuals, carry 1. The cover save cannot be modified by multiple models customised Grotblastas that have been tinkered with by every within the same unit Grot that claims to know about weapons at the time with Gatler See page 4 Grabba Stikk This is the traditional tool of the Runtherd, used for throttling anything in arms reach. Many Grots stole these items from their Runtherds after they overpowered them, before they fled to join the rebellion. A model with a Grabba Stikk attacks normally but each Assault phase he can cause a single model in base contact to lose an Attack (to a minimum of 1). surprising results. A Revolushun Blasta may re-roll one failed to-hit roll during each turn it is used Range Str AP Notes 12 5 5 Assault 2, Pistol


Revolushun Shoota Rebel Grots originally stole the large, cumbersome Orkish Shootas when they rebelled, true, some Revolushun Shootas are nothing more than stolen Ork technology - However, Tinkerers are known for producing their own smaller, stripped down versions designed for the average Gretchin to lug around. Despite the reduction in size, these weapons are still just as deadly, sometimes even more so due to the superior Gretchin marksmanship. Range Str AP Notes 18 4 6 Assault 2 Rippy Blade See page 26 Rokkit Launcha A Rokkit Launcha is a vague term for the Rebel Grots These devices can be legitimate rocket-firing weapons stolen from other races, or can be something as simple as a long metal pole and a fuse with which to fire off their round. The rockets are uniformly deadly to both Infantry and Vehicles. Range Str AP Notes 24 8 3 Assault 1 Rokkit Pistol Gretchin Tinkerers sometimes cut down and streamline Rokkit Launchas to their bare essentual working parts in order to make them lighter and far more portable. Range Str AP Notes 12 8 3 Assault 1, Pistol Runtbomb Launcha See page 12 Six-Shoota Originally, Rebel Grots simply stole and used Ork Slugga pistols, however these weapons were too bulky and cumbersome for the vast majority of Gretchin to deal with. Gretchin Tinkerers have since mastered the art of upgrading the barely functional Grotblasta into something far more useful, using designs and parts salvaged from Sluggas. Most of these weapons feature revolver-style assemblies, although this is sometimes aesthetic, rather than part of an actual firing mechanism. Range Str AP Notes 12 5 5 Assault 1, Pistol Slingshots Snotling mobs occasionally manage to figure out how to operate non-mechanical ranged weaponry such as extremely small crude bows, or slingshots. These weapons are almost entirely useless, however in number, they can be effective enough to slow the approach of enemy forces. Range Str AP Notes 12 2 Assault 2, Pistol Shokk stikk Higher ranking Head Honchos, members of Da Kommitte and Da Red Gobbo commonly carry metal pipes, tubes or engine exhausts that have been rigged up with crude power devices, sometimes refitted and overloaded from Grot-Prods. A Shokk stikk counts as a power weapon. Skorcha A Skorcha spits burning promethium and Squick mess over a wide area. Range Str AP Notes Template 5 4 Assault 1

Splattapult See page 24 Squig Catapult See page 24 Squig Stikkbomb Of all the useful creations the Gretchin have managed to bolt together, the Squig Stikkbomb is a masterpiece of design and engineering. It looks like an ordinary Stikkbomb, however instead of an explosive, it is filled with extremely small, carnivorous flying Squigs, When the Stikkbomb is broken open, the very angry Squigs will attack anything they see. Each Squig Stikkbomb can only be used once per battle. Range Str AP Notes 8 5 5 Blast, No Scatter Stabby Knife Many Grot leaders carry some form of knife, a jagged hunk of scrap metal or perhaps even a hefty lead pipe. A model with a Stabby Knife counts as having a hand weapon. Sticks, Knives or Rocks See page 14 Stikkbomb A stikkbomb is a hand-held grenade that can be detonated by pulling out its pin and hurling it at the foe or, if that fails, by battering the enemy over the head with it until the blasted thing goes off. Stikkbombz count as frag grenades in all respects. Zzap Gun See page 22



Bigun Armour See page 17 Flak Armour Gretchin Flak Armour is little more than thin scraps of metal held together with rope, bandage or leather straps. It offers minimal protection and is fairly unpopular as a defensive measure. Many Grots see this as a waste of resources those scraps could be used to build vehicles and weapons. After all, 'a propa grot iz kunnin' enuff ta not need dat stuff'. A model with Flak Armour has a 6+ armour save.

A mob in which all Big'Un Armoured models have Stikkbomb Launcha upgrades may use them during the shooting phase instead of shooting. Until the beginning of the next Rebel Grot players turn, all members of the unit have their cover save improved by 1. The cover save cannot be modified by multiple models within the same unit Gitfinda A Gitfinda is an elaborate array of targeting equipment usually hard-wired into the eye of the wearer, sometimes in the sockets of both eyes. When shooting, a unit equipped with Gitfindas may measure to see if they are in range before declaring their target.

eavy Armour This is the first true type of armour is issued sparingly to those More Dakka deemed more important to the revolushun to increase their Some Bigunz have their guns fine-tuned, adding extra barrels, chances of survival. This armour is not powered by a motor like additional scopes or just fire faster than normal. Big'Un Armour, however it is as heavily armoured as it can get This may only be taken for a Bigun with a ranged weapon. without weighing the Gretchin down to the point of immobility. Any ranged weapons the upgraded model has gain an A model with 'eavy Armour has a 4+ armour save. additional shot (Assault 1 weapons become Assault 2, for example) Kustum Bubblefield Tinkerers obsess over the large, cumbersome Kustum Force Hard-wired Brainpan Fields that Big Meks often produce, however few Tinkerers Bigunz sometimes get so used to the protection of their ever produce anything anywhere near as powerful. In rare armour that they cannot cope with existing without it. These cases, a Tinkerer will produce a working scaled down prototype Bigunz commonly have their armour hard-wired into their generator known as a Kustum Bubblefield, large enough to brains in order to stop other Gretchin from trying to loot it, as protect only their own body. well as allowing them more direct control over their A model with a Kustum Bubblefield has a 4+ invulnerable mechanical processes. save. They may choose to re-roll a failed invulnerable save, A model with a Hard-wired brainpan has +1 Initiative. however doing so will destroy the Kustum Bubblefield. A destroyed Kustum Bubblefield cannot be repaired and no Oiled Servos longer grants a saving throw. Bigunz have been known to complain about the reliability of Runtbot Force Field See page 12

their armour in combat. It doesnt make the enemy dead quick enough, so Tinkerers often use all manner of different lubricants to try and speed up the movement of their parts. At Squighide Jakkit the start of the Assault phase, roll a D6. Certain types of Squig skin are notoriously tough to damage. On a 1-2, all models in the unit with Oiled Servos gain no When specially treated with various chemicals known only to benefit. the Gretchin, it becomes almost impervious to small arms fire On a 3-4, all models in the unit with Oiled Servos gain +1 and bladed weapos. A model with a Squighide Jakkit has a 6+ Attack until the end of the turn. invulnerable save. On a 5-6, all models in the unit with Oiled Servos gain +1 Attack and +1 Initiative until the beginning of the next player Tough Hide See page 15 turn.


Rokkit Boosta Some cunning Bigunz decide to use this upgrade to counteract the enormous amount of weight their upgrades Blasta puts onto the frame of their armour, propelling themselves Bigunz with large sums of money often pay to have their ammo upgraded too. Instead of conventional rounds, the guns along rather than relying on those spindly Grotty legs. This upgrade can only be used if all surviving members of the fire rounds that crackle with lightning or burst into flame. mob have the upgrade. The Rebel Grot player may choose ro This may only be taken for a Bigun with a ranged weapon. Any ranged weapons the upgraded model has lower their AP by re-roll any dice that determines how far the mob may move. The second result must be accepted and cannot be re-rolled. 1. (AP5 becomes AP4, for example) Shootier Gas Stikkbomb Launcha Bigunz have been known to pay for Tinkerers to increase the The Grot Rebellion may have originally existed to fight back against their Ork oppressors, but across the effected parts of calibre of the rounds their weapons can fire. This may only be taken for a Bigun with a ranged weapon. space, the Grots have encountered other races use smoke launchers on their vehicles to obscure them, making it harder Any ranged weapons the upgraded model has gain an additional 1 Strength. to see or hit them. Imaginative Bigunz requested that looted smoke launchers be affixed to their suits as they honour the classic Gretchin tactic Stikkbomb Launcha Gretchin Bigunz have noticed with their limited capacity how of being unseen. handy Stikkbomb Chukka devices on vehicles can be for helping Gretchin attack units that are in cover and begun to ask the Tinkerers to fit similar devices onto their armour. A model with a Stikkbomb launcha counts as having frag grenades. 30

Telescopic Legs Some Bigunz despise their weedy Grot legs altogether, favouring mechanical parts over any living tissue. One option for Grots in this situation are telescopic legs, mechanical replacements designed to traverse flat ground incredibly quickly. A unit containing only Bigunz with this upgrade increases its movement distance by 1. A unit containing any number of Bigunz with this upgrade that moves through difficult or dangerous terrain reduces its movement distance by 1 (to a minimum of 1). Tuffened Plates The more intelligent Bigunz are aware that their presence draws both attention and gunfire on a battlefield and so they attempt to compensate for this by having thicker armour or more armour plates installed onto their Bigun armour. A model with tuffened plates has +1 Toughness.

Tinkerers Tools See page 4 Urty Syringe An oversized syringe that is part of the Doks Tools. To Greenskins it can help with their pain, however to al most everything else, its a toxic sludge. An Urty Syringe is a Poisoned Weapon (4+)


ard Case Some looted wagons have armoured roofs that help protect occupants from taking as much damage. A vehicle with an ard case no longer counts as Open-Topped. Armour Plates Grots often attempt to increase the lifespan of their mechanical forces by affixing crude, thick metal plates to them for protection. A vehicle with armour plates treats Crew Stunned results as Crew Shaken results instead. Boarding Plank Grots employ hinged planks (or Grots simply holding onto planks of wood) to help them make daring attacks on nearby vehicles. Each boarding plank allows a single embarked model to make its close combat attacks against an enemy vehicle within 2 exactly as if the model were disembarked and charging, provided neither vehicle has moved more than 12. Boom Kannisters See page 20 Crows nest A primitive but simple Rebel Grot concept - a small wooden look out post atop a mast or in a high position on the vehicles hull. A Crows nest is equipped with a Revolushun Shoota that has a 360 degree fire arc. Doza Blade See page 20 Ejekter Seat See page 10 Grabbin Klaw A grabbin klaw allows a looted vehicle to physically latch onto an enemy vehicle and prevent it from escaping. At the beginning of the enemy Movement phase, nominate an enemy vehicle within 2 of the grabbin klaw. On the roll of a 4+, that vehicle may not move this turn.

Doks Tools Gretchin Orderlies were the assistants of Ork Painboyz, the races doctors long ago, though they used to be given little more than a flag with Not ded yet scrawled on it to defend themselves. In the Revolution, Orderlies use stolen Doks tools to perform crude imitations of Ork surgery on their cohorts to keep them alive longer, although often they end up accidentally performing 'mercy killings' in their attempts to save lives. Orderlies are therefore feared much more than Ork Painboys. A unit with Doks Tools confers the Feel No Pain ability to his unit. Ghazghkull Thrakas Warbanna See page 8 Oil Squig Tinkerers often used to working as oilers for Meks before the revolution, and now often keep a supply of Oil Squigs for themselves to help build their contraptions and speed up repair work. An Oil Squig allows for a Tinkerer to re-roll a failed Tinkerers Tools repair roll. Each Oil Squig can only be used once per battle. Revolushun Bannapole This is a metal pole topped with a crudely shaped red metal star, a sign of 'da revolushun'. Any mob containing a Bannapole may re-roll a failed morale check. The re-rolled result must be accepted and cannot be re-rolled. Revolushun Standard See page 7

Grot Riggers Gretchin that wish to be Tinkerers often start their lives as Special Ammo Reserve Riggers, repairing damage and bolting things that fall off of Bigunz often have higher capacity magazines built for their vehicles back onto them. weapons by Tinkerers to allow them to survive for even longer An Immobilised Rebel Grot vehicle with Grot Riggers may roll a without having to reload. dice during the Rebel Grot shooting phase - on a 4+, the Similar specialised ammunition is sometimes built into Big Immobilised result is negated. The vehicle is able to start Gunz batteries too, able of quickly re-loading the weapon for a moving next turn. faster rate of fire. A model with a Special Ammo Reserve is allowed to re-roll one to hit roll for a shooting attack, once per game. Doing so consumes the Special Ammo Reserve.


Red Paint Job Greenskin culture states that a vehicle that has been painted red can outstrip a similar vehicle that isnt. As off as it may seem, they are quite right. Rebel Grot vehicles with red paint jobs add +1 to their move in the Movement phase, but do not incur penalties for this extra inch.

Reinforced Ram Grots have learned that many times, a vehicle with damaged Wreckin Ball weapons or no ammo can still be effective in other ways. Grots often attach large, weighty, spiked metal balls to their A vehicle with a reinforced ram can Tank Sock, and treats its looted vehicles in order to help them smash enemy infantry or front armour as two higher than normal when resolving Death vehicles. or Glory attacks (to a maximum of 14). Furthermore the vehicle A vehicle with a Wreckin ball causes a Strength 9 hit upon one may re-roll Dangerous Terrain tests. unengaged enemy unit within 2 of the wreckin ball at the beginning of the Assault phase on the roll of a 4+. The vehicle may not use its wreckin ball if it has moved more than 12 that turn.

Stikkbomb Chukka A stikkbomb chukka is a crude mechanism that allows a vehicle to fire stikkbombs over the heads of its passengers, giving the Grots cover as they plunge out of their vehicle and into the ranks of the enemy. Any unit disembarking from a vehicle with a stikkbomb chukka is treated as having stikkbombs if they charge into combat that turn.


WS Glak Arrer 3 BS 3 S 3 T 3 W 2 I 3 A 2 LD 7 SV 6+ Wargear: Grotblasta Stabby Knife Flak Armour Special Rules: Independent Character It's a Grot's Life Fearless Boarding Action!


Unit Composition: 1 (Unique) Unit Type: Infantry

Kaptin ov da Luggaz: Glak Arrer must always start the game aboard a Big Lugga. Glak Arrer allows one unit of Big Luggas to be taken as a Troops choice.


WS BS S Likdog Gorkfizzle 5 Unit Composition: 1 (Unique) Unit Type: Vehicle (Walker) 3 5


Wargear: Special Rules: Armour Dreadnought Close Independent I A FRONT SIDE REAR Combat Weapon Character Ejekter Seat Decisions, 4 2 11 11 10 Decisions... Twin-linked Big Shoota Full Metal: Rokkit Launcha An army that includes Likdog Grot Riggers Gorkfizzle may take one unit of Armour Plates Killa Kanz as a troops choice. Red Paint Job


WS Red Gobbo 3 BS 3 S 3 T W I A LD SV Wargear: Revolushun 3 2 3 2 8 4+ Blasta Shokk Stikk 'eavy Armour Leader ov da Kommitte: Stikkbombs Da Red Gobbo allows one Revolushun Kommitte mob to be taken as a Troops choice.

Special Rules: Independent Character It's a Grot's Life For Da Revolushun! Options: May take any of the following: - squighide jakkit: . . . . +10 points - squig stikkbomb: . . . +10 points

Unit Composition: 1 (Unique) Unit Type: Infantry


WS Warda 2 BS 3 S 2 T 3 W 2 I 3 A 2 LD 7

SV Options: May take any of the following: - squighide jakkit: . . . . . . . . . . . . . . . . . . +10 points - squig stikkbomb: . . . . . . . . . . . . . . . . . . +10 points

You may take 1-3 Gretchin Wardas as a single HQ choice. Unit Composition: Wargear: 1 Gretchin Warda Copper Pole Stikkbombs Unit Type: Infantry Special Rules: Independent Character It's a Grot's Life Psyker


WS BS SV Options: Replace grotblasta with six-shoota for free. Head Honcho 3 3 3 3 2 3 2 7 6+ Replace stabby Knife with one of the following: Your army must include one and only one Head Honcho. - grabba stikk: . . . . . . . . . . . . . . . . . . . . . . . . . . . free Unless it is your only HQ choice, it does not count towards your - shokk stikk: . . . . . . . . . . . . . . . . . . . . . . . +15 points HQ allowance. - revolushun shoota: . . . . . . . . . . . . . . . . . +3 points Unit Composition: Wargear: Replace both grotblasta and stabby knife with one 1 (Unique) Grotblasta of the following: - big shoota: . . . . . . . . . . . . . . . . . . . . . . . . +6 points Stabby Knife Unit Type: - rokkit launcha: . . . . . . . . . . . . . . . . . . . +12 points Flak Armour Infantry May take any of the following: Stikkbombs - 'eavy armour: . . . . . . . . . . . . . . . . . . . . . . +5 points Da Boss: Special Rules: - big'un armour: . . . . . . . . . . . . . . . . . . . . +20 points A Head Honcho allows a Grot Independent Character - squighide jakkit: . . . . . . . . . . . . . . . . . . . +10 points army to take additional It's a Grot's Life - squig stikkbomb: . . . . . . . . . . . . . . . . . . +10 points Gretchin Mobs beyond the Dakka, Dakka, Dakka! - revolushun bannapole: . . . . . . . . . . . . . . +5 points Force Organisation Chart's Skilled Shoota - kustum bubblefield: . . . . . . . . . . . . . . . +25 points limits. A Head Honcho with big'un armour may retain any weapons he is originally upgraded with. Alternatively, may replace either (or both) his grotblasta and stabby knife with a: - power klaw: . . . . . . . . . . . . . . . . . . +10 points each A Head Honcho with big'un armour may take any of the following: - gitfinda: . . . . . . . . . . . . . . . . . . . . . . . . . . +5 points - more dakka: . . . . . . . . . . . . . . . . . . . . . . +10 points - shootier: . . . . . . . . . . . . . . . . . . . . . . . . . +10 points - blasta: . . . . . . . . . . . . . . . . . . . . . . . . . . . +10 points - stikkbomb launcha: . . . . . . . . . . . . . . . . . . +1 point - gas stikkbomb launcha: . . . . . . . . . . . . . +2 points - oiled servos: . . . . . . . . . . . . . . . . . . . . . . +10 points - tuffened plates: . . . . . . . . . . . . . . . . . . . +10 points - hard-wired brainpan: . . . . . . . . . . . . . . . +20 points - rokkit boosta: . . . . . . . . . . . . . . . . . . . . . +20 points - telescopic legs: . . . . . . . . . . . . . . . . . . . +10 points S T W I A LD




WS BS S T W I A LD SV Gretchin Orderlies may take any options open to Kommitte Members, but cannot be the Kommitte Boss. Kommitte Member 2 3 3 2 1 2 1 5 4+ Kommitte Boss 3 3 3 2 1 3 2 6 4+ Options: Any Kommitte Member may replace his grotblasta Orderly 2 3 3 2 1 3 1 5 4+ with: - revolushun shoota: . . . . . . . . . . . . . . +3 points per model You may take one Revolushun Kommitte mob for every Head - revolushun blasta: . . . . . . . . . . . . . . . +5 points per model Honcho or Red Gobbo in your army. - big shoota: . . . . . . . . . . . . . . . . . . . . +10 points per model Unit Composition: Wargear: - rokkit launcha: . . . . . . . . . . . . . . . . . +15 points per model (Kommitte Members) 10-30 Revolushun The entire mob may take: Kommitte Members Grotblasta - squighide jakkit: . . . . . . . . . . . . . . . +10 points per model Stabby Knife Character: Unit Type: Stikkbombs One Kommitte Member may be upgraded to a Infantry 'eavy Armour Kommitte Boss: . . . . . . . . . . . . . . . . . . . . +6 points (Orderlies) He may replace his stabby knife with one of the Special Rules: 'urty Syringe following: It's a Grot's Life - grabba stikk: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . free Dok's Tools - grot-prod: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +5 points - shokk stikk: . . . . . . . . . . . . . . . . . . . . . . . . . . . . +15 points He may take any of the following: Orderlies - revolushun bannapole: . . . . . . . . . . . . . . . . . . . . +5 points For every ten Gretchin, one Gretchin may be replaced by a Gretchin Orderly: . . . . . . . . . . . . . . . . . . . . . +10 points per orderly - squig stikkbomb: . . . . . . . . . . . . . . . . . . . . . . . . +10 points


WS BS S T W I A LD SV Tinkerer 3 3 3 2 2 3 2 7 You may take 1-3 Gretchin Tinkerers as a single HQ choice. Unit Composition: Wargear: 1 Gretchin Tinkerer Grotblasta Stabby Knife Unit Type: Tinkerer's Tools Infantry Stikkbombs Special Rules: Independent Character It's a Grot's Life Options: Replace stabby knife with one of the following: - burna: . . . . . . . . . . . . . . . . . . . . . . . . . . . +10 points - power klaw: . . . . . . . . . . . . . . . . . . . . . . +15 points Replace grotblasta with one of the following: - revolushun blasta: . . . . . . . . . . . . . . . . . . +8 points - rokkit pistol: . . . . . . . . . . . . . . . . . . . . . . . +8 points May take any of the following: - flak armour: . . . . . . . . . . . . . . . . . . . . . . . +2 points - 'eavy armour: . . . . . . . . . . . . . . . . . . . . . . +5 points - big'un armour: . . . . . . . . . . . . . . . . . . . . +10 points - revolushun bannapole: . . . . . . . . . . . . . . +5 points - kustum bubblefield: . . . . . . . . . . . . . . . +25 points

A Tinkerer with big'un armour must take two of the following: (May retain a power klaw or stabby knife as one of these items) - grabba stikk: . . . . . . . . . . . . . . . . . . . . . . . . . . . free - grot-prod: . . . . . . . . . . . . . . . . . . . . . . . . . +5 points - shokk stikk: . . . . . . . . . . . . . . . . . . . . . . +10 points - revolushun shoota: . . . . . . . . . . . . . . . . . +5 points Alternatively, a Tinkerer with Big'un armour may take one of the following: (May retain burna instead of one of these items) - big shoota: . . . . . . . . . . . . . . . . . . . . . . . . +5 points - rokkit launcha: . . . . . . . . . . . . . . . . . . . +10 points - kustom mega-blaster: . . . . . . . . . . . . . . +15 points - Skorcha: . . . . . . . . . . . . . . . . . . . . . . . . . . +5 points - Gatler: . . . . . . . . . . . . . . . . . . . . . . . . . . +25 points A Tinkerer with big'un armour may take any of the following: - gitfinda: . . . . . . . . . . . . . . . . . . . . . . . . . . +5 points - more dakka: . . . . . . . . . . . . . . . . . . . . . +10 points - shootier: . . . . . . . . . . . . . . . . . . . . . . . . . +10 points - blasta: . . . . . . . . . . . . . . . . . . . . . . . . . . +10 points - stikkbomb launcha: . . . . . . . . . . . . . . . . . . +1 point - gas stikkbomb launcha: . . . . . . . . . . . . . +2 points - oiled servos: . . . . . . . . . . . . . . . . . . . . . . +10 points - tuffened plates: . . . . . . . . . . . . . . . . . . . +10 points - hard-wired brainpan: . . . . . . . . . . . . . . . +20 points - rokkit boosta: . . . . . . . . . . . . . . . . . . . . . +20 points - telescopic legs: . . . . . . . . . . . . . . . . . . . +10 points May take up to three: - oil squig: . . . . . . . . . . . . . . . +5 points per oil squig


WS Banna Wava 2 BS 3 S 2 T 2 W 1 I 2 A 1 LD 5

Makari 2 3 2 2 1 2 1 5 Your army may only include one Banna Wava. The Banna Wava Makari: does not count against your HQ allowance. Instead of a Banna Wava, your army may include: Unit Composition: Wargear: - Makari (See page 8) . . . . . . . . . . . . . . . . . . . . . +15 points 1 (Unique) Grotblasta Revolushun Standard Unit Type: Infantry Special Rules: Independent Character It's a Grot's Life

SV Options: Replace Grotblasta with one of the following: - revolushun shoota . . . . . . . . . . . . . . . . . +5 points - six-shoota . . . . . . . . . . . . . . . . . . . . . . . . .+5 points -



WS BS S T SV Options: Each Big'un must take two of the following: Gretchin 2 3 3 3 1 2 1 5 2+ - grabba stikk: . . . . . . . . . . . . . . . . . . . . . . . . . . . free Big'Un - stabby knife: . . . . . . . . . . . . . . . . . . . . . . . . . . . free - grot-prod: . . . . . . . . . . . . . . . . . . . . +5 points each Gretchin Big 3 3 3 3 1 2 2 6 2+ - shokk stikk: . . . . . . . . . . . . . . . . . +10 points each Boss - power klaw: . . . . . . . . . . . . . . . . . +10 points each - revolushun shoota: . . . . . . . . . . . . +5 points each Unit Composition: Wargear: Alternatively, each Big'un may take one of the 5-10 Gretchin Big'unz Big'un Armour following: - big shoota: . . . . . . . . . . . . . . +10 points per model Unit Type: Special Rules: - rokkit launcha: . . . . . . . . . . +15 points per model Infantry It's a Grot's Life - burna: . . . . . . . . . . . . . . . . . +20 points per model This Stuff's 'eavy! A Big'un may take any of the following: Character: - gitfinda: . . . . . . . . . . . . . . . . . +5 points per model One Gretchin Big'un may be upgraded to a Gretchin Big - more dakka: . . . . . . . . . . . . . +10 points per model Boss: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +10 points - shootier: . . . . . . . . . . . . . . . . +10 points per model He may take any of the following: - blasta: . . . . . . . . . . . . . . . . . . +10 points per model - revolushun bannapole: . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - stikkbomb launcha: . . . . . . . . . +1 point per model - squig stikkbomb: . . . . . . . . . . . . . . . . . . . . . . . . . . . . +10 points - gas stikkbomb launcha: . . . . +2 points per model - kustum bubblefield: . . . . . . . . . . . . . . . . . . . . . . . . . . . +35 points - oiled servos: . . . . . . . . . . . . . +10 points per model - tuffened plates: . . . . . . . . . +10 points per model Transport: - hard-wired brainpan: . . . . . . +20 points per model Gretchin Big'un mobs that number 5 models may take a - rokkit boosta: . . . . . . . . . . . . +20 points per model Big Lugga as a dedicated transport vehicle. - telescopic legs: . . . . . . . . . . +10 points per model The unit may include up to three: - special ammo reserves: . . . . +5 points per model W I A LD



WS BS S Squig Herder Grot Boss Herd Squig 2 2 4 3 3 3 2 2 4 2 T 2 2 4 2 W 1 1 1 2 I 2 2 2 2 A 1 1 1 1 LD 5 6 5 7

SV Options: All Squig Herders in the mob may take: - squighide jakkit: . . . . . . . . . . . . +15 points per model Any Squig Herder in the mob may replace their Grotblasta with: 5+ - grabba stikk: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . free - grot-prod: . . . . . . . . . . . . . . . . . . . +5 points per model Character: One Squig Herder may be upgraded to a Grot Boss: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +3 points He may replace his grotblasta with one of the following: - six-shoota: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . free - shokk stikk: . . . . . . . . . . . . . . . . . . . . . . . . . +10 points - power klaw: . . . . . . . . . . . . . . . . . . . . . . . . . +15 points He may take any of the following: - stabby knife: . . . . . . . . . . . . . . . . . . . . . . . . . +2 points - flak armour: . . . . . . . . . . . . . . . . . . . . . . . . . . +3 points - revolushun bannapole: . . . . . . . . . . . . . . . . . +5 points - squig stikkbomb: . . . . . . . . . . . . . . . . . . . . +10 points

Mangnom Dagkutta 2 Unit Composition: 6-18 Gretchin Unit Type: Infantry

Special Rules: (Squig Herder) It's a Grot's Life (Squig) Furious Charge

Wargear: (Squig Herder) Grotblasta Stikkbombs (Squig) Tough Hide The mob must contain 5-20 Herd Squigs . . +10 points per model The mob may contain 4-12 additional Squig Herders: +9 points per model. Mangnom Dagkutta, Da Squig Hunta: Instead of a Grot Boss, one mob may be led by: - Mangnom Dagkutta (See page 16) . . . . . . . . . . . . . . . +45 points A Unit including Mangnom Dagkutta may take up to an additional 10 Herd Squigs . . . . . . . . . . . . . . . . . . . . . . . +10 points per model


Options: Each Grot Tank in the mob must take one of the BS Front Side Rear following weapons: - big shoota: . . . . . . . . . . . . . . . . . . . . . . . +5 points 3 11 11 10 - skorcha: . . . . . . . . . . . . . . . . . . . . . . . . . +5 points - grotzooka: . . . . . . . . . . . . . . . . . . . . . . . +10 points Wargear: - rokkit launcha: . . . . . . . . . . . . . . . . . . . +15 points None - kustom mega-blaster: . . . . . . . . . . . . . +20 points Any Grot Tank may also take: Special Rules: - pintle-mounted shoota: . . . . . . . . . . . . . +5 points Full Speed Ahead! The entire mob may be upgraded with: Rolling Scrap-Pile - red paint job: . . . . . . . . . . . . . +5 points per model Armour Character: One Grot Tank may be upgraded to a Kommanda: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +15 points He may take a second weapon chosen from the list above. A Grot Tank Battle Mob with a Kommanda Tank may re-roll its move distance, but must take the second result, even if it is worse than the first. A Grot Tank Battle Mob that does not have a Kommanda Tank (or has lost its Kommanda for any reason) loses the ability to re-roll its move distance.


Grot Tank Unit Composition: 3-6 Grot Tanks Unit Type: Vehicle (Tank)


WS BS S T W I A LD SV Ball Busta 2 3 2 2 1 2 1 5 You may take 1-5 Gretchin Ball Bustas as a single Elites choice. Unit Composition: Wargear: 1 Gretchin Ball Busta Ball Busta Unit Type: Infantry Special Rules: Independent Character It's a Grot's Life





SV Options: May take any of the following: Runtbot 3 3 3 4 2 1 1 3+ - revolushun bannapole: . . . . . . . . . . . . . . +5 points You may take 1-3 Gretchin Runtbots as a single Elites choice. Unit Composition: Wargear: 1 Gretchin Runtbot Runtbot Force Field Runtbomb Lobber Unit Type: Infantry Special Rules: Independent Character Powa Savin' Mode


WS BS S T W I A LD SV Options: The entire mob may take: Gretchin 2 3 2 2 1 2 1 5 - stikkbombs: . . . . . . . . . . . . . . +1 point per model For every ten Gretchin in the mob, one Gretchin Orderly 2 3 2 2 1 2 1 5 may exchange his Grotblasta for: Grot Boss 2 3 2 2 1 2 1 6 - six-shoota: . . . . . . . . . . . . . . . . . . . . . . . . . . . . free - revolushun shoota: . . . . . . . +3 points per model Unit Composition: Wargear: - big shoota: . . . . . . . . . . . . . . +6 points per model (Gretchin) 10-30 Gretchin - rokkit launcha: . . . . . . . . . . +12 points per model Grotblasta Character: Unit Type: (Orderlies) One Gretchin may be upgraded to a Grot Infantry 'urty Syringe Boss: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +3 points Dok's Tools He may replace his grotblasta with one of the following: Special Rules: - six-shoota: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . free It's a Grot's Life - grabba stikk: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . free - grot-prod : . . . . . . . . . . . . . . . . . . . . . . . . . . . +5 points Transport: Gretchin Mobs may take one Cutta as a dedicated He may take any of the following: transport vehicle for every 10 models in the Mob. Mobs that take - stabby knife: . . . . . . . . . . . . . . . . . . . . . . . . . +2 points more than one Cutta may be divided into separate squads of 10 - flak armour: . . . . . . . . . . . . . . . . . . . . . . . . . . +3 points or more Gretchin during deployment. The Mob is rolled for - revolushun bannapole: . . . . . . . . . . . . . . . . . +5 points collectively when rolling for reserves. Luggutz Throttlesquat: Orderlies Instead of a Grot Boss, one mob may be led by: For every ten Gretchin, one Gretchin may be replaced by a - Luggutz Throttlesquat (See page 13) . . . . +50 points Gretchin Orderly: . . . . . . . . . . . . . . . . . . . . . +10 points per orderly Gretchin Orderlies may take any options open to the Gretchin Mob, but cannot be the Grot Boss.



Snotling Base 2


T 2 W 3 I 3 A 3 LD 3 SV 2


Unit Composition: 2-10 Snotling Bases Unit Type: Infantry

Wargear: Sticks, Knives or Rocks Special Rules: It's a Grot's Life Swarms Fearless

Dedicated Transport Vehicles

Certain Rebel Grot units can choose a dedicated transport vehicle. These vehicles do not use up any force organisation chart selections, but otherwise function as separate units. See the Transport Vehicles section of the main rulebook.


BS Cutta Unit Composition: 1 Cutta 3

Transport Capacity: Armour 12 models. Models in big'un armour count as 2 Front Side Rear models. Options: 10 10 10 May take a Crows Nest: . . . . . . . . . . . . . +10 points


Unit Type: Vehicle (Fast, Open-Topped) Special Rules: Ramshackle

Wargear: Grot Riggers Reinforced Ram


Options: Armour Any Big Lugga may replace its catapult with one of BS Front Side Rear the following: - splattapult: . . . . . . . . . . . . . . . . . . . . . . . . . . . . free Big Lugga 3 11 10 10 - squig catapult: . . . . . . . . . . . . . . . . . . . +10 points Big Luggas may be fielded as a Vehicle Squadron or as - Morta: . . . . . . . . . . . . . . . . . . . . . . . . . . +20 points Independent vehicles. You must declare which when deploying - Arrer Chukka: . . . . . . . . . . . . . . . . . . . . +30 points each Unit of Big Luggas. - kustom mega-blaster: . . . . . . . . . . . . . +20 points Unit Composition: Wargear: Any Big Lugga may take any of the following: 1-3 Big Luggas Catapult - crows nest : . . . . . . . . . . . . . . . . . . . . . . +10 points Grot Riggers - wreckin' ball: . . . . . . . . . . . . . . . . . . . . . +10 points Unit Type: Boarding Plank - armour plates: . . . . . . . . . . . . . . . . . . . . +10 points Vehicle (Fast, Open-Topped) Reinforced Ram - grabbin' klaw: . . . . . . . . . . . . . . . . . . . . . .+5 points - 'ard case: . . . . . . . . . . . . . . . . . . . . . . . . . +5 points Special Rules: Any Big Lugga may take up to two additional: Ramshackle - boarding planks: . . . . . . . . . . . . . . +5 points each Transport Capacity: 12 models. Models in big'un armour count as 2 models.



Options: A Grot Mega-Tank must take two of the following: BS Front Side Rear - twin-linked big shoota: . . . . . . . . . . . . . +10 points - twin-linked skorcha: . . . . . . . . . . . . . . . +10 points 3 12 11 10 - twin-linked grotzooka : . . . . . . . . . . . . . +20 points - twin-linked rokkit launcha: . . . . . . . . . . +25 points Wargear: - twin-linked kustom mega-blaster: . . . . +30 points Doza Blade A Grot Mega-Tank must take three of the following: Boom Kannisters - big shoota: . . . . . . . . . . . . . . . . . . . . . . . +5 points Grot Riggers - skorcha: . . . . . . . . . . . . . . . . . . . . . . . . . .+5 points - grotzooka: . . . . . . . . . . . . . . . . . . . . . . . +10 points Special Rules: - rokkit launcha: . . . . . . . . . . . . . . . . . . . +15 points All Aboard! - kustom mega-blaster: . . . . . . . . . . . . . . +20 points Full Steam Ahead! A Grot Mega-Tank may take any of the following: Rolling Scrap-Pile - pintle-mounted revolushun shoota: . . . . +5 points - red paint job: . . . . . . . . . . . . . . . . . . . . . . +5 points - wreckin' ball: . . . . . . . . . . . . . . . . . . . . . +10 points

Grot Mega-Tank Unit Composition: 1 Grot Mega-Tank Unit Type: Vehicle (Tank)


WS BS S Sneeky Git Orderly Kunnin' Git 3 2 3 2 3 2 T W I A LD


Unit Composition: 10-30 Gretchin Unit Type: Infantry Wargear: (Sneeky Gitz) Rippy Blade (Orderlies) 'urty Syringe Dok's Tools

SV Options: The entire mob may take: 2 2 1 3 1 5 - stikkbombs: . . . . . . . . . . . . . . +1 point per model - flak armour: . . . . . . . . . . . . . +3 points per model 2 2 1 2 1 5 - a second rippy blade: . . . . . + 2 points per model 2 2 1 4 2 6 Character: One Sneeky Git may be upgraded to a Kunnin' Special Rules: Git: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +9 points It's a Grot's Life He may replace his rippy blade with one of the Stealth following: Scouts - grabba stikk: . . . . . . . . . . . . . . . . . . . . . . . . . . free Move Through Cover - grot-prod : . . . . . . . . . . . . . . . . . . . . . . . . +5 points Infiltrate - shokk stikk: . . . . . . . . . . . . . . . . . . . . . .+15 points He may take any of the following: - revolushun bannapole: . . . . . . . . . . . . . +5 points - squighide jakkit: . . . . . . . . . . . . . . . . . +10 points Orderly: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +10 points One Sneeky Git may be upgraded to a Gretchin Orderly The orderly replaces his rippy blades with an 'urty syringe and dok's tools.


WS BS S Gretchin Krew 2 3 2 T 2 W 1 I 2 A 1 LD 5 SV Options: The Big Gunz must all be the same type of gun, chosen from the following types: - kannons: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . free - lobbas: . . . . . . . . . . . . . . . . . . . . +5 points per gun - zzap guns: . . . . . . . . . . . . . . . . +10 points per gun The battery may include any of the following: - up to three special ammo reserves:+3 points each - up to six additional gretchin krew: +3 points each


Unit Composition: Wargear: 1-3 Big Gunz None 2 Gretchin Krew per gun Special Rules: Unit Type: It's a Grot's Life Artillery


BS Looted Wagon Unit Composition: 1 Looted Wagon 3

Transport Capacity: Armour 12 Models. Models in big'un armour count as two models. Front Side Rear A Looted Wagon with a boomgun loses its transport capacity altogether. 11 11 10 Options: May take one of the following: - boomgun: . . . . . . . . . . . . . . . . . . . . . . . +70 points - skorcha: . . . . . . . . . . . . . . . . . . . . . . . . . +15 points May take up to two of the following: - big shoota: . . . . . . . . . . . . . . . . . +5 points per gun - rokkit launcha: . . . . . . . . . . . . +10 points per gun May take any of the following: - crows nest : . . . . . . . . . . . . . . . . . . . . . . +10 points - ard case . . . . . . . . . . . . . . . . . . . . . . . +10 points - red paint job: . . . . . . . . . . . . . . . . . . . . . +5 points - grot riggers: . . . . . . . . . . . . . . . . . . . . . . +5 points - stikkbomb chukka: . . . . . . . . . . . . . . . . +5 points - armour plates: . . . . . . . . . . . . . . . . . . . +10 points - boarding plank: . . . . . . . . . . . . . . . . . . . +5 points - wreckin ball: . . . . . . . . . . . . . . . . . . . . +10 points - reinforced ram: . . . . . . . . . . . . . . . . . . . + 5 points - grabbin klaw: . . . . . . . . . . . . . . . . . . . . . +5 points

Wargear: None

Unit Type: Special Rules: Vehicle (Tank, Open-topped) Don't Press Dat!


Armour WS BS S Killa Kan 2 3 5 I 2 A 2 FRONT SIDE REAR 11 11 10


Each Killa Kan must take one of the following: - big shoota: +5 points - rokkit launcha: +15 points - kustom mega-blaster: +20 points - skorcha: +5 points - grotzooka: +10 points Any Killa Kan may take any of the following: - grot riggers: +5 points - armour plates: +10 points

Unit Composition: 1-3 Killa Kans Unit Type: Vehicle (Walker)

Wargear: Dreadnought Close Combat Weapon Special Rules: None



BS Big Lugga 3 Cutta 3 Grot Tank 3 Grot Mega-Tank 3 Looted Wagon 3 F 11 10 11 12 11

Armour S 10 10 11 11 11 R 10 10 10 10 10 Page 24 23 19 20 21

WS BS S T W I A LD SV Page Ball Busta 2 3 2 2 1 2 1 5 18 Banna Wava 2 3 2 2 1 2 1 5 7 Glak Arrer 3 3 3 3 2 3 2 7 6+ 25 Gretchin 2 3 2 2 1 2 1 5 11 Gretchin Big Boss 3 3 3 3 1 2 2 6 2+ 17 Gretchin Big'Un 2 3 3 3 1 2 1 5 2+ 17 Gretchin Krew 2 3 2 2 1 2 1 5 22 Grot Boss 2 3 2 2 1 2 1 6 ^ Head Honcho 3 3 3 3 2 3 2 7 6+ 3 Herd Squig 4 4 4 1 2 1 5 5+ 15 Kommitte Boss 3 3 3 2 1 3 2 6 4+ 6 Kommitte Member 2 3 3 2 1 2 1 5 4+ 6 Kunnin' Git 3 2 2 2 1 4 2 6 26 Likdog (on foot) 3 3 3 3 2 3 2 7 6 10 Luggutz 3 2 3 2 2 3 2 8 6 13 Throttlesquat Makari 2 3 2 2 1 2 1 5 8 Mangnom Dagkutta 2 3 2 2 2 2 1 7 16 Orderly 2 3 2 2 1 2 1 5 -* ^ Red Gobbo 3 3 3 3 2 3 2 8 4+ 5 Runtbot 3 3 3 4 2 1 1 3+ 12 Squig Herder 2 3 2 2 1 2 1 5 15 Sneeky Git 3 2 2 2 1 3 1 5 26 Snotling Base 2 1 2 2 3 3 3 3 14 Tinkerer 3 3 3 2 2 3 2 7 4 Warda 2 3 2 3 2 3 2 7 9 * Orderlies within Kommitte Mobs have a 4+ armour save. ^ These units have multiple page entries. Check the relevant unit entry for more information.

Arrer Chukka Big Shoota Burna Boomgun Range Strength 36 8 36 5 Template 4 36 8 4 5 6 3 6 4 8 8 5 6 5 4 8 8 5 5 AP Type Page 4 Heavy 1 24 5 Assault 3 28 5 Assault 1 28 3 Ordnance 1, 21 Large Blast 5 5 Blast, 20 Pinning 5 Assault 1, 24 Blast 4 Heavy 4, 4 Rending - Assault 1, 28 Pistol 5 Heavy 2, Blast 27 5 Heavy 1, Blast 22 3 Heavy 1 22 2 Assault 1, 28 Gets Hot! 5 Heavy 1, Blast 22 4 Heavy 1, Blast 24 5 Assault 2, 28 Pistol 6 Assault 2 29 3 3 6 5 4 6 5 2 Assault 1 Assault 1, Pistol Assault 1, Blast Assault 1, Pistol Assault 1 Assault 2, Pistol Assault 1, Blast, Pinning Blast, No Scatter Heavy 1 29 29 12 29 29 29 24 29 22

Boom Kannister 10 Catapult Gatler Grotblasta Grotzooka Kannon (frag) Kannon (shell) Kustom MegaBlaster Lobba Morta Revolushun Blasta Revlushun Shoota Rokkit Launcha Rokkit Pistol Runtbomb Six-Shoota Skorcha Slingshots G18 24 12 18 36 36 24 G48 G24 12 18 24 12 18 12

Template 5 12 2 G18 8 36 5 5 2D6

WS BS S Killa Kan 2 3 5 Likdog Gorkfizzle 5 3 5

I 2 4

Armour A F S R Page 2 11 11 10 27 2 11 11 10 10

Splattapult Squig Stikkbomb Zzap Gun

Written by: Ross King. In case of legal issues with Games Workshop, the names of all other persons who assisted in the production of this Codex are not given. You all know who you are and have my most sincere thanks and praise for your suggestions, feedback and many hours of work that went into producing this book. Disclaimer: This is a Homebrew fan codex and has no official ties to Games Workshop, Warhammer 40,000, or Citadel Miniatures. It was a long-winded project that the writer personally wished to undertake and the information within should not be taken seriously. It is not supported or endorsed by Games Workshop, is not produced with any foreknowledge of any future releases and is entirely fictional. While several concepts were created by Ross King for this Codex, all copyrights are property of Games Workshop to do with as they please. In other words, I'm just a gamer, like the majority of people who will have read this document. I made this for fun. If Games Workshop want to ruin that, they're well within their rights. Until such a time as this happens, enjoy the Codex!